Basically, they aren't guiding correctly.
With StarburstLauncher, they fly straight up, obeying WeaponTimer, execute a change of direction that equals a vector to a target on the ground, then travel in a straight line.
Against moving targets, they're completely useless- they update their vector exactly one time, when WeaponTimer ends, then never, ever again. So, they get a vector that would take them to the center of the target, where it used to be, but don't guide every frame.
MissileLaunchers are even weirder, seeming to attain guidance at odd intervals- it almost appears that they only update after they've missed their initial target.
Very weird stuff, clearly not right. Any idea what's up? Here's a weapon to test with (should be compatible with NanoBlobs), please let me know if I just forgot a magic variable:
Code: Select all
[VLAUNCHER]
{
///////////////////////WEAPON DEFINITION STUFF
name=Missile Launcher;
WeaponType=StarburstLauncher;
////////////////GAME BALANCE
WeaponTimer=0.5;
FlightTime=5;
range=850;
burnblow=0;
reloadtime=3;
weaponvelocity=240;
startvelocity=240;
weaponacceleration=0;
turnrate=32000;
areaofeffect=32;
tolerance=750;
pitchtolerance=750;
firestarter=70;
TargetBorder=0;
cylinderTargetting=0;
///////////SPECIAL
AvoidFriendly=0;
AvoidFeature=0;
CollideFriendly=0;
CollideFeature=1;
NoSelfDamage=1;
////////////////SOUND
soundstart=Argh_fire_missile_regular;
soundhit=Argh_SmallExplosion;
SoundStartvolume=10;
SoundHitvolume=10;
////////////////GRAPHICS
model=ArcherMissile.s3o;
smoketrail=0;
startsmoke=0;
texture1=foo;
texture2=foo;
texture3=foo;
////////////////RESERVED STUFF
ImpulseFactor=0;
ImpulseBoost=0;
CraterMult=0;
CraterBoost=0;
CollisionSize=8;
ExplosionSpeed=65536;
[DAMAGE]
{
default=15000;
LIGHT=5000;
REFLEC=1000;
HEAVY=5000;
ULTRAHEAVY=4000;
}
}