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Old 06-28-2004, 11:50 AM   #3 (permalink)
NEONecd888
Senior Member
 
Join Date: Sep 2003
Posts: 168
Default

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.
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