Mod Question Repository... Questions come in, answers go out
Moderator: Moderators
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
I think for rockets you have to set a turnrate of let's say 5000 for example and then a wobble with a higher value like 6000 or 7000 (you have to play with the values to achieve the effect you want). The turnrate says in how far the rocket can correct its course while the wobble adds some random ... well wobbles to the flight path...
Starburst missiles don't support inaccuracy. You could make a fake launch, i.e. have a missile part on the launcher, move that upwards as if it was launching and then fire the weapon from there. That lets you use regular missiles or any other weapon type that can accept inaccuracy. Or you could use a trajectoryHeight=1 missile instead of a starburst.
Krog: That's outdated information, since 75b1 you can just use accuracy on the missile.
Krog: That's outdated information, since 75b1 you can just use accuracy on the missile.
- Pressure Line
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- Joined: 21 May 2007, 02:09
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
So - it's me again...
You might have seen my Advanced Wind Generators which work via the shortened height script form CA. Now it's probably not surprising that there's also going to be an Advanced Tidal Generator. I now can use the wind script but I need to know which variable to read out. Is there a Spring.Tidal, Game.Tidal variable or something like that which will handle over the Tidal Strength given by the map you play (and if so where would be the place to look things like this up)?
Thanks in advance...

You might have seen my Advanced Wind Generators which work via the shortened height script form CA. Now it's probably not surprising that there's also going to be an Advanced Tidal Generator. I now can use the wind script but I need to know which variable to read out. Is there a Spring.Tidal, Game.Tidal variable or something like that which will handle over the Tidal Strength given by the map you play (and if so where would be the place to look things like this up)?
Thanks in advance...
Ahh...
This does not maek unit cloak.
This does not maek unit cloak.
Code: Select all
Init_Cloaked=1;
Mincloakdistance=10;
Stealth=1;
cloakcost=1;
cloakcostmoving=1;
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46