![]() |
|
|||||||
| Star Wolves 3D space RPG with deep strategy and tactical elements |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
If you've found explosion_distance modifier you can see damage modifier right next to it. So what's the problem?
Two things: 1. If you want to be sure if something works or not you have to buy one from the shop right after you modified it. Modules in your inventory keep stats from the moment when you got them. 2. Visual explosion has nothing to do with real damage radius that you want to modify. |
|
#2
|
|||
|
|||
|
So i think that I know what explosion distance does.
What it does is it modifies the distance to the target that the missile will explode at. I think. The problem with modifying damage is that as you increase the damage, the radius of damage increases. So you can modify missile damage, but when you do so you get missiles that blow up entire wings. This is another reason why the hard missile hit clicky is so strong. I am now fairly sure that the explosion size is hard coded by explosion damage. Which means that it is not possible to do what I want. Edit except with MIRVs |
|
#3
|
|||
|
|||
|
Sorry, I didn't understand what you've done so far. You may be right. Try to ask Trucidation. He's made missile mod so he surely knows more about it.
One suggestion - you can try to change DistanceDetonator type to ImpactDetonator. I doubt it uses other algorithm but I think it's worth to try. |
|
#4
|
|||
|
|||
|
Quote:
Rockets seem to be defined by their detonator type, carcass and seeker type. But i don't see anything other than MIRV and distance detonators Edit: and then MIRV releases normal missiles defined in the same way |
|
#5
|
|||
|
|||
|
ImpactDetonator is an unused type of detonator but it exists. Check the ..\Data\XMLSchema\AllModules.xsd. If you change the detonator type and remove explosion_distance line it should work.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|