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Old October 17th, 2006, 04:05 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default 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:
The hard part will figuring out how to make your ships not belch their entire missile load in one combat.
Won’t the launch speed (aka reload rate) keep something like this from happening?

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”?
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