Make Tac Missiles not home in on targets?

Discussion in 'Mod Discussions' started by stuart98, February 8, 2015.

  1. stuart98

    stuart98 Post Master General

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    Harro.

    I'd like to make tactical missiles not home in on targets. I'm unsure of what, if anything, controls this behavior. Anyone know?
  2. killerkiwijuice

    killerkiwijuice Post Master General

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    I think you need to change the "seeking" thing to "projectile"
  3. stuart98

    stuart98 Post Master General

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    Please, do tell me where I can find this field please. :)

    Hint: You can't because ti dosn exits
  4. killerkiwijuice

    killerkiwijuice Post Master General

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    Sorry it's "ballistic" not "projectile"

    I believe it's in the tool .json.
  5. stuart98

    stuart98 Post Master General

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    No it isn't.
  6. killerkiwijuice

    killerkiwijuice Post Master General

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    ammo?
  7. stuart98

    stuart98 Post Master General

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    Code:
    {
      "armor_damage_map": {
      "AT_Orbital": 0.5
      },
      "audio_loop": "/SE/Movement/missile/bot_tactical_missile_fly_loop",
      "base_spec": "/pa/ammo/base_missiles/base_missile_tactical.json",
      "cruise_height": 20,
      "damage": 1000,
      "events": {
      "died": {
      "audio_cue": "/SE/Impacts/missile_tactical",
      "effect_spec": "/pa/effects/specs/default_proj_area_explosion.pfx"
      }
      },
      "flight_type": "Staged",
      "fx_trail": {
      "filename": "/pa/units/air/missile_tactical/missile_tactical_trail.pfx",
      "offset": [
      0.0,
      4.6,
      0.0
      ]
      },
      "influence_radius": 400,
      "initial_velocity": 80.0,
      "lifetime": 15,
      "max_health": 1,
      "max_velocity": 80.0,
      "model": {
      "filename": "/pa/units/air/missile_tactical/missile_tactical.papa"
      },
      "physics": {
      "add_to_spatial_db": true,
      "gravity_scalar": 5,
      "ignore_gravity": true,
      "radius": 1
      },
      "splash_damage": 0,
      "splash_radius": 0,
      "stages": [
      {
      "ignores_LOS": true,
      "ignores_gravity": true,
      "rotates_to_velocity": true,
      "stage_duration": 200,
      "stage_turn_rate": 0
      },
      {
      "ignores_LOS": true,
      "ignores_gravity": true,
      "rotates_to_velocity": true,
      "stage_change_range": 50,
      "stage_duration": 0,
      "stage_turn_rate": 75
      },
      {
      "ignores_LOS": false,
      "ignores_gravity": false,
      "rotates_to_velocity": true,
      "stage_duration": 5000,
      "stage_turn_rate": 405
      }
      ],
      "turn_rate": 45
    }
    Nowhere do I see seeking in there.
  8. killerkiwijuice

    killerkiwijuice Post Master General

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    try changing "staged" to "ballistic"

    IDK what else if that doesn't work.
  9. stuart98

    stuart98 Post Master General

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    Changing staged to ballistic would make it not act like a tactical missile.
  10. stuart98

    stuart98 Post Master General

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  11. killerkiwijuice

    killerkiwijuice Post Master General

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    it worked?
  12. dom314

    dom314 Post Master General

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    Just make the turn rate 0 in the last stage? Or that 'ignores_LOS' parameter sounds interesting. Perhaps try setting that to true for the last stage.
  13. stuart98

    stuart98 Post Master General

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    Ignore LoS makes it visible without vision AFAIK?
  14. dom314

    dom314 Post Master General

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    I just assumed that LOS means LINE OF SIGHT. Which implies to me that it is about the direction the missile tries to face.
  15. Raevn

    Raevn Moderator Alumni

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    Look in base_missile_tactical.json (inherited via base_spec):

    Code:
    "flight_type":"Seeking"
    killerkiwijuice likes this.
  16. Sorian

    Sorian Official PA

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    I supposed it would help if you told us what behavior you are looking for.

    Are to trying to make it only fly to the ground targeted location? Then make the weapon ground target only like the nuke launcher. That might work.
  17. Dementiurge

    Dementiurge Post Master General

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    He probably wants the TA style heavy missiles that aim for where the target unit was at the time of firing.
  18. stuart98

    stuart98 Post Master General

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    What field controls that?

    This.
  19. Sorian

    Sorian Official PA

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    We don't have any support for this, as far as I know.
  20. Geers

    Geers Post Master General

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    Wouldn't you just have to make a groundfire command? I'd really like that actually... Always used it in SupCom to point my artillery in the right direction.
    ace63 likes this.

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