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Old 07-09-2004, 02:44 PM   #8 (permalink)
Rene
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Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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Quote:
Originally Posted by AgmLauncher
Code:
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AvengerPointDefenseLaserOne
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End

  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
    WeaponTemplate        = AvengerPointDefenseLaserTwo
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 100
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
Where is it commented out? What I did was change the scan rate = 0 to 100 in the ModuleTag_Laser_One and it activated that laser just fine. Thats what led me to believe that the scan rate of 0 deactivates it. Could this be a bug in the Avenger code? I checked the weapon ini file and AvengerPointDefenseLaserOne wasnt commented out either. Just so confusing.
I don't know where you got that code from but it's not from the original ini's. I just made fresh copies of all four USA factions and they all have the second laser commented out.

AmericaVehicle.ini: line 2521 to line 2527
AirforceGeneral.ini: line 7167 to line 7173
LaserGeneral.ini: line 6878 to line 6884
SuperweaponGeneral.ini: line 7351 to line 7357


@2312222
I think he meant that the code could be used for missiles intercepting other missiles. I don't know that should be realised but you could try using a missile as the weapon template.
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