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
Fixed the download link 0-0, i knew i forgot something. ^^, yes. I'm thinking of planet collision type damage.
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.
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)
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.
https://forums.uberent.com/threads/guide-getting-your-mod-on-pamm.55189/ Add this line to the ammo file: "crater_radius": number,
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 ^^
Alright, There now the mod is prepared for PAMM, just need to get build icons now and fix the remaining bugs. https://bitbucket.org/Pychnight/missile-mod/issues?status=new&status=open
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.
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)
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?
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.