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