Quote:
Originally Posted by Goblin Wizard
If you want some fun with missiles try modding alien poison missile (poison detonator). Only this missile uses special editable poisoning script. It's a common script file so you put in it any effect you want. For example you can add real blast wave with Push/Move function, effect which strips enemies of shields, disable their engines, spawn some friendly mercenaries on their backs. You can make a nasty "Marked for Death" perk and deliver it to anyone caught in the explosion radius.  Possibilities are countless. 
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that could fix my problem. But I can't seem to find these properties you're discussing in the shippoisoning script. It seems like all that does is tell the game whether or not a ship can be poisoned and the rest is hard coded in the poisondetonator just like anything else.
I mean, I suppose i could make a poisondetonator which did a lot of damage for like 1 second in a very small radius. But then missiles would penetrate shields and you couldn't shoot them at aliens.
edit: XML schema seems to indicate that the poisondetonator is just as hardwired as the rest.
What would be interesting is if i could create a sub extension off of poisondetonator or distance detonator in order to do what I want. Or if i could add another parameter to the schema of impactdetonator and have the game actually use it.