Why would you use the same weapon for both the launcher and the missile? Although I imagine it can still work, so meh.
Anyway, Missile Spawns don't track targets, and are fired at the ground at the base of the target at the start of launch sequence. They'll almost never hit a moving target, so it makes for a terrible anti-tank rocket. They'll also likely miss if the terrain is uneven.
If you insist, give it a cellspread to deal its damage over a larger area, so it damages even when it misses. QUICK_EDIT
Why would you use the same weapon for both the launcher and the missile? Although I imagine it can still work, so meh.
Anyway, Missile Spawns don't track targets, and are fired at the ground at the base of the target at the start of launch sequence. They'll almost never hit a moving target, so it makes for a terrible anti-tank rocket. They'll also likely miss if the terrain is uneven.
If you insist, give it a cellspread to deal its damage over a larger area, so it damages even when it misses.
I ditched the v3 cause it wont follow the vehicle, trying with spawning the missile like the aircraft carrier does but thats not working either. QUICK_EDIT
Try suicide aircraft type and with limbo launch setting. They will track and hit the target.
trying the aircraft carrier way instead but it doesnt work.
; Landing Craft
[TOWATGM]
UIName=NOSTR: TOW missile
Name=Hornet
Image=TOWMISSILE
Primary=HornetBomb
Strength=75
Category=AFV
Armor=missile
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
MoveToShroud=yes
;Dock=NAHPAD,GAHPAD
;Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=16
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
Selectable=no
DeathWeapon=HornetBomb
Explodes=yes
If the missile range is melee range then it won't attack the target, if it has a range of about 5 with Suicide=yes in weapontype then it will death explode away from the target and remain swirling in place as seen in this screenshot
tow missiles remain.JPG
Description:
Filesize:
14.08 KB
Viewed:
1014 Time(s)
Last edited by JarJarRey on Wed Sep 02, 2020 3:59 am; edited 1 time in total QUICK_EDIT
Primary=AGM158Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=AGM158
SpawnsNumber=2
SpawnRegenRate=2500
SpawnReloadRate=250 ; missile spawn don't come back
NoSpawnAlt=no;yes ; alternate voxel for out of spawns: xxxxWO (DREDWO)
FireAngle=5
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=421
Category=AirPower
Armor=light
TechLevel=7
Sight=50
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR,YAHPAD,NAHPAD
PipScale=Ammo
Speed=32
Accelerates=true
AccelerationFactor=0.08
;PitchSpeed=1.1
PitchAngle=0
RollAngle=65
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
Cost=1500
Soylent=1500
Points=60
ROT=5
Ammo=2
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=AGM158LauncherE
EliteSecondary=Amraam2E
;PreventAttackMove=yes
;FlightLevel=2400
BuildTimeMultiplier=0.25
FlyBy=true
PreventAttackMove=yes
HoverAttack=yes
FlightLevel=1500
[AGM158]
UIName=Name:DMSIL
Image=AGM158
Name=AGM-158
Primary=AGM158Payload
;Secondary=HornetCollision
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
TechLevel=-1
Sight=5
RadarInvisible=yes
Landable=yes;no
MoveToShroud=yes
PipScale=Ammo
Speed=24
PitchSpeed=.9
PitchAngle=-5
Owner=British,French,Germans,Americans,Alliance
Cost=150
Points=15
ROT=5.5
Ammo=1
Crewed=no
GuardRange=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=DreadnoughtAttack ;HornetTakeoff ;Taking off
;AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing
;ElitePrimary=HornetBombE
DontScore=yes
DeathWeapon=AGM158Payload
DeathWeaponModifier=0.1
Explodes=yes
FlightLevel=260
Trainable=no
FlyBack=no
Fighter=yes
PreventAttackMove=yes
Crashable=no
CloseRange=yes
FlyBy=true
DamageSelf=yes
Posted: Wed Sep 02, 2020 4:54 am Post subject:
Re: OK this is example for you
unknown_men wrote:
Hi thanks for your codes, i tried them and just replaced the names, prerequisites and images. Tried with an aircraft and gi guard. The missile now explodes and dies correctly (checked by shooting it) but it drops to the ground or stays in mid air when releasing.
Here's my weapons:
used for the aircraft or gi guard to launch the missile:
That's I want to know how to make inaccurate rockets because I want to get some units that spawn tons of missiles (spawned projectile) in a large area with inaccuracy. Would be nice though. In my case every shots are 100% accurate to none moving objects (obviously) QUICK_EDIT
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