Is there a way to convert a projectile into a missile?

 

I just started to mod some basic things, and one thing that has been bugging me is that I can't turn the ogrov's "missile" (since it's treated and simulated as a projectile according the game) into an actual missile.

Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMODULE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 450.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 12000.000000
PreBuffCooldownTime 20.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.900000
TravelSpeed 1100.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "Ability_AntiModuleTorpedoesMuzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound "EFFECT_NEUTRONTORPEDO_MUZZLE"
hitEffectName "Ability_AntiModuleTorpedoesImpact"
hitHullEffectSounds
soundCount 6
sound "EXPLOSION_SUB0"
sound "EXPLOSION_SUB1"
sound "EXPLOSION_SUB2"
sound "EXPLOSION_SUB3"
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB5"
hitShieldsEffectSounds
soundCount 6
sound "EXPLOSION_SUB0"
sound "EXPLOSION_SUB1"
sound "EXPLOSION_SUB2"
sound "EXPLOSION_SUB3"
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB5"
projectileTravelEffectName "Ability_AntiModuleTorpedoesTravel"

missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 When I try to add the weapon to a capital ship, the game minidumps on startup, and I can't play, so I had to put my idea on hold for now. I've bolded the parts where I changed the code, from projectile to missile.

 

 

 

 Any help would be appreciated :)

2,443 views 3 replies
Reply #1 Top

http://code.google.com/p/soaseplugin/wiki/RebellionweaponType

Reply #2 Top

Did you replace an old weapon or did you add the weapon. That's a big difference. If you added it, the game will crash because:

  1.     You forgot to change the "Count" number
  2.     The mesh supports only 3 weapon systems


Even you don't need to convert the projectile into a missile, also it is not so easy.

I hope this helped a bit. If you have more questions, ask them ;)

Reply #3 Top

Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMODULE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 450.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 12000.000000
PreBuffCooldownTime 20.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.900000
TravelSpeed 1100.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "Ability_AntiModuleTorpedoesMuzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound "EFFECT_NEUTRONTORPEDO_MUZZLE"
hitEffectName "Ability_AntiModuleTorpedoesImpact"
hitHullEffectSounds
soundCount 6
sound "EXPLOSION_SUB0"
sound "EXPLOSION_SUB1"
sound "EXPLOSION_SUB2"
sound "EXPLOSION_SUB3"
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB5"
hitShieldsEffectSounds
soundCount 6
sound "EXPLOSION_SUB0"
sound "EXPLOSION_SUB1"
sound "EXPLOSION_SUB2"
sound "EXPLOSION_SUB3"
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB5"
projectileTravelEffectName "Ability_AntiModuleTorpedoesTravel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000

 Thats your problem, should be:   missileTravelEffectName"Ability_AntiModuleTorpedoesTravel"