I tried the following and had no luck:
Weapon.ini
Code:
Weapon T3BWeapon
PrimaryDamage = 50.0
PrimaryDamageRadius = 0.5
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 600.0 ; dist/sec
FireFX = WeaponFX_LaserRed
VeterancyFireFX = HEROIC WeaponFX_LaserRed
FireSound = TieFire
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ProjectileObject = Invis
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
DelayBetweenShots = 700 ; time between shots, msec
ClipSize = 2 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 800 ; how long to reload a Clip, msec
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiSmallMissile = No
AntiBallisticMissile = No
AntiGround = Yes
End
WeaponObjects.ini
Code:
;------------------------------------------------------------------------------
Object Invis
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
Now it doesn't even deal damage to its target.