OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Support => Topic started by: robin on November 12, 2019, 10:57:15 pm
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My mod has a missile launcher that, in theory, launches two types of missiles:
- a guided missile that uses waypoints (see blaster bomb)
- a missile that flies in an arcing trajectory
I instinctively placed the peculiar entries (waypoints/arcinShot) in definition of the ammo, respectively, instead of the launcher. The waypoint missile seemed to work perfectly but the arcing missile was just flying straight.
I tried to put arcingShot into the launcher.. and now also the waypoint missile flies -not unexpectedly- in an arcing trajectory (with comical, but also quite buggy results).
Is it impossible to have these two different type of ammunition for the same launcher?
Ruleset:
- type: STR_GUIDED_LAUNCHER
requiresBuy:
- STR_CONTRACT_NEUTEK
size: 0.3
costBuy: 82000
costSell: 61500
weight: 12
bigSprite: 584
floorSprite: 584
handSprite: 584
bulletSprite: 0
fireSound: 52
compatibleAmmo:
- STR_ROCKET_HE_LARGE
- STR_ROCKET_GUIDED
confAimed:
name: STR_LAUNCH
accuracyAimed: 120
tuAimed: 70
battleType: 1
twoHanded: true
invWidth: 2
invHeight: 3
recoveryPoints: 4
armor: 50
attraction: 1
aimRange: 200
snapRange: 200
dropoff: 0
tuLoad: 10
tuUnload: 8
noLOSAccuracyPenalty: 0
#arcingShot: true
- type: STR_ROCKET_HE_LARGE
requiresBuy:
- STR_CONTRACT_NEUTEK
size: 0.2
costBuy: 2300
costSell: 1725
weight: 7
bigSprite: 325
floorSprite: 325
hitSound: 0
hitAnimation: 0
power: 120
damageType: 3
clipSize: 1
battleType: 2
invWidth: 1
invHeight: 3
arcingShot: true
- type: STR_ROCKET_GUIDED
requiresBuy:
- STR_CONTRACT_NEUTEK
size: 0.2
costBuy: 13500
costSell: 10125
weight: 8
bigSprite: 324
floorSprite: 324
hitSound: 0
hitAnimation: 0
power: 100
damageType: 3
clipSize: 1
battleType: 2
waypoints: 5
invWidth: 1
invHeight: 3
recoveryPoints: 1
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this is probably the closest you can get?
- type: STR_RIFLE_WITH_A_GRENADE_LAUNCHER
confAimed:
shots: 1
name: STR_AIMED_SHOT
ammoSlot: 0
arcing: false
confSnap:
shots: 2
name: STR_DOUBLE_SNAP_SHOT
ammoSlot: 0
arcing: false
confAuto:
shots: 1
name: STR_LAUNCH_GRENADE
ammoSlot: 3
arcing: true
confMelee:
name: STR_PUNCH_IN_THE_FACE
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Thanks. I noticed there was the confShot option to selectively use arcing fire, but wouldn't that make the weapon load both ammo types at once (since it uses different ammo slots)? I don't want that.
I'll just forgo the arcing missile, I wasn't even completely sold on its inclusion :P