[WIP] Missile Mod

Discussion in 'Work-In-Progress Mods' started by Pychnight, July 29, 2014.

  1. Pychnight

    Pychnight Member

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    Hello, this is a pretty straight forward mod about Enhancing and improving Missile Capability, First This mod has the following Goals.

    Introduce a large amount of useful and build able missile types.
    Done, so far.. (Anti-Missiles, Tactical Missile, Cluster Missile, Ion Missile)

    To do

    Icons (I'm Not really much of a artist..)
    Make Ion missile do damage to the planet (dunno how to do this).
    Make Cluster Missiles unleash a group of missiles at the deployment point (again, dunno how to do. might be impossible)

    Balance

    Each Missile has it's own hp, Anti-Missiles take 1 hp from any impacted missile

    Anti-Missile| 1 HP
    Tactical Missile | 2 HP
    Cluster Missile | 3 HP
    Ion Missile | 5 HP

    Coming Soon

    EMP Missile (Large Area of effect missile)

    Notes all missiles have there own limited range and life span.


    Download

    Bitbucket (Main)

    https://bitbucket.org/Pychnight/missile-mod/commits

    Github

    https://github.com/Pychnight/pamods.github.io/commits/master


    Feel Free to commit any code or models or icons to assist with this project :)
    Last edited: October 8, 2014
    thetrophysystem and stuart98 like this.
  2. wondible

    wondible Post Master General

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  3. stuart98

    stuart98 Post Master General

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    Do you mean a scorchmark, a crater, or something else?
  4. Pychnight

    Pychnight Member

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    Fixed the download link 0-0, i knew i forgot something. ^^, yes. I'm thinking of planet collision type damage.
    Last edited: July 30, 2014
  5. Xagar

    Xagar Active Member

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  6. nanolathe

    nanolathe Post Master General

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    Does this work?
    I ask because you still have :

    "collision_response": "destroy",

    in your anti-missile, which to the best of my recollection, just removes the target, rather than damaging it.
  7. Pychnight

    Pychnight Member

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    who ever manages PAMM will probably do this, i know i have looked into trying to do it myself but it seems like there is no option for it.

    As for "collision_response": "destroy" this function will only apply if it actually impacts the rocket, I need to have at least anther human to properly test the missiles (AI has no idea how to use them).

    I will remove that line if it causes issues (once I do some testing with other players)
    Last edited: July 31, 2014
  8. thetrophysystem

    thetrophysystem Post Master General

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    My only comment, is that interplanetary missiles of any kind, have an artificial infinite range. If it is too far on the same planet, it can interplanetary travel instead of travel in-planet.

    This is cool however, I love more missiles.
    igncom1 likes this.
  9. stuart98

    stuart98 Post Master General

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  10. Pychnight

    Pychnight Member

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    The repository is completely public, so feel free to help with some of the more challenging missiles such as the cluster missile ^^, any theory's on how to make a proper cluster missile?

    Anyway, V0.2 is being uploaded, this contains some adjustments and more attempts to make icons working ^^
  11. stuart98

    stuart98 Post Master General

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    Strategic icons have to be a client side mod.
  12. Pychnight

    Pychnight Member

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    Last edited: July 31, 2014
  13. Pychnight

    Pychnight Member

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    I'm not even sure if the "crater_radius" value works yet, i added it to the missiles but it seems to do nothing ^^;

    I added link to github PAMM archive now that has v0.5C of missile mod.
    Last edited: August 3, 2014
  14. Pychnight

    Pychnight Member

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    Missile mod 0.6 is now on PAMM (finally), I hope every one enjoys the new types of missiles,

    Few known issues that, i can't fix.

    Some bugs with defining more then one missile type (there is some kind of weird inheriting effect to all missiles.)
    - Only Uber can fix this one..

    No way to define how much an missile can damage a planet
    - Same as above. (Visual Planet Damage such as craters)

    Still not completely sure how to make proper cluster missiles if it's even possible..
    - Hope uber can answer this one ^^, (Though IT might actually be possible with the PTE (ammo_id changes)
    Last edited: August 16, 2014
  15. flareboy127

    flareboy127 New Member

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    One of the missiles, I think its the one that dose damage to base buildings, explodes a moon sized crater around the launcher but dose not do any damage. anyone else having this problem?
  16. Baleur

    Baleur Member

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    Wow. Must have this mod just because of this, LOL
  17. Pychnight

    Pychnight Member

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    Looks like uber reactivated the crater_radius value, though the missile inheriting issue is what is causing all missiles to have planet crater damage.

    Once this missile inheriting bug is fixed then this should not happen any more, temp fix would just be to remove crater_radius from all missiles, Maybe we will eventually see this issue fixed.
  18. theawesomedog86

    theawesomedog86 New Member

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    Could you possibly update this to titans?
  19. stuart98

    stuart98 Post Master General

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    The mod never worked properly anyway and Pychnight has been absent from the forums since September.
  20. stuart98

    stuart98 Post Master General

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    Disabled as this mod hasn't functioned in ages.

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