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missiles... noautorange

Posted: 22 Apr 2007, 04:42
by Zpock
When a missile reaches it's maxiumum range, it will stop tracking and fall down into the ground. There's a TDF tag "noautorange=1" that I guess is supposed to disable this... but it dosn't. I think it's an old OTA tag that never got implemented in spring or something.

This whole thing is really retarded since a modder could just match his maxrange with flighttime*maxvelocity or anything beyond or less to get any desired behaviour... if someone could just delete the code that kills missile guidance at the maxrange that would be great...

So before that happens if ever I wonder if I'm missing something here... only workaround I can think of is to set a silly huge range for the missile, and then slave it to another dummy weapon with the real range, and then only let the missile fire when the dummy weapon has just fired an invisible projectile. That feels totally ugly tough.

I want slow drunk missiles that miss and come again etc, like in return of the sith opening scene.