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Drone/Missile/Seeker Modding
Starting this thread to avoid highjacking the patch thread.
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Re: Drone/Missile/Seeker Modding
Can a “Drone Ammo” be created that Point Defense Cannons would ignore in combat? I don’t think giving the drone ammo site obscuration would work; don’t weapons ignore those things in tactical combat?
New thread? Sounds good but moving to the SE5 mod thread may have been better. |
Re: Drone/Missile/Seeker Modding
The PD component would have to leave the 'drone' out of its target choices.
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Re: Drone/Missile/Seeker Modding
1. Ok just read the posts in the patch thread. Now if you can’t control the launch my idea won’t work as a whole “Line of Launchers” but I can still use it as I did in SE4 as an external ordinance rack.
2. In SE4 you could control the launch of drones, so what happened in SE5? Is that all auto launched now? I noticed fighters launched themselves but isn’t there a control to stop the auto controls when combat starts? 3. I have seen that you can add your own type of vehicle to the VehicleUnitTypes.txt, the problem is modding in SE5 is so different I feel intimidated at each step and the learning curve is far more difficult than it was for SE4. I will take a look over this though. 4 Pheonix-D you said Quote:
5. In regards to my last post lets say I make a new vehicle called “Ammo” is there any way to make the “Ammo” invisible to point defense? I have an idea based on number three above. Would SE allow me to create “Sprint Ammo” and “Standard Ammo” then build point defense to fire at only standard ammo. Then it would ignore sprint ammo correct? Or am I missing something here? 6. Assuming; and yes I know what assume means… Anyway assuming SE will let me to do number 5 is there a way I can control the distance which the “ammo” will travel before fizzling out and “self destructing”? |
Re: Drone/Missile/Seeker Modding
I was thinking of Strategic combat; you should be able to control launches in Tactical.
The launch speed will help with firing all the drones, yes. To make a new vehicle type invisible to point defense, all you have to do is leave it out of the point-defense's targeting list. The point defense won't even be ABLE to shoot at anything that isn't in its list. So, for example, your point defense list would read: "Fighters, Seekers, Drones, Standard Ammo". It would shoot at any of those but NOT at ships, Sprint-Mode Ammo, Sats, etc. |
Re: Drone/Missile/Seeker Modding
Ok I have found the “stock” drone launcher to use as a template. Now this is all in ability one:
1. Does the range formula have ANY effect on the component? 2. Amount 2 Formula appears to control the launching rate. Is this rate in ms as the descriptor says or was this a mistake/changed to bring them on-line? Put another way if I specify 4000 that would be a launch rate of 4000ms correct? 3. Amount 1 Formula says “Drone”. Using the above example of Sprint Ammo I would change the word “Drone” to my vehicle “Sprint Ammo” correct? Last; before I get caught up and forget what little manners I have let me say thank you Pheonix-D, SJ, CPT Kwok, Ed Kolis, and Fyron. I teach and can understand how frustrating it gets from time to time answering questions that seem so obvious, for lack of a better word. Thank you and please hang with me, the learning curve is steep from my perspective but I will get better with time. |
Re: Drone/Missile/Seeker Modding
To clarify that last point, it's up to the weapon, not the target, what that weapon will shoot at.
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Re: Drone/Missile/Seeker Modding
1. I've never seen anything use it.
2. Dunno, it changed in the patch. Set it to 4000, load the game, and fire off some drones..see what happens. 3. Yes., |
Re: Drone/Missile/Seeker Modding
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Re: Drone/Missile/Seeker Modding
2. In SE4 you could control the launch of drones
How? Or do you mean sequential turn / tactical combat. (ick) |
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