Shooting down missiles, endearing missile trails, abilities management

I wanted to eventually mod in flak screens into sins, and i needed to know this very simply.

Can a flak/defense ship fire at and destroy a projectile, and if it does will the projectile cease existing?



I'm sure the bsg guys are all over this, i was just wondering if anyone has/is doing it.

I'd like to make defense ships a little more interesting by adding to their firepower the ability to shoot down missiles and some projectiles. Leaving say the standard guns/lasers alone, but firing on missile or plasma objects to down them.

I'd also like to do a solid stream type exhaust for missiles which stick around for a little while (which i fully expect to lag down larger battles, but eh... i want it for slow firing but devastating torpedoes).  I have tried this but the test trails i've done just disappear when the missile impacts.  Is there a way to make trails sustain for a period of time after impact until they have disapated via their own timers?

And lastly for now, if i wanted to add a flak screen or a torpedo barrage to a ship, is it possible to do one that will autofire regularly (say every 10 seconds) with no antimatter cost?  I still haven't pegged exactly how to do abilities, but i figured i'd ask before i get too invovled with it.  I'm thinking this is the best solution to the 3 weapon scheme on capital ships.  That is, of course, unless someone has figured out how to put more than 3 working weapons on a capital ship heh.


Anyhow. Thanks for any help.
3,293 views 3 replies
Reply #1 Top
Yeah, you can create an ability that autofires every 10 seconds with no antimatter cost. It'd be passive, with a periodic buff. As for making it shoot down incoming missiles... I'm honestly not sure if you can target missiles with abilities, but if you can, MakeDead would probably kill them.
Reply #2 Top
Missiles are not actual objects such as ships. As far as I know, there is no way to target a projectile, but I may be wrong since honestly I haven't looked deeply into that.

As for missile trails, I don't know a way to make them stay after the missile has impacted, since the whole particle system is tied together and when the projectile ceases to exist, so do all the associated particle effects it seems. I tried many combinations, including "detaching" particles form the emitters, but so far nothing has worked. I think it may be hardcoded.
Reply #3 Top
Turning the missiles into ships themselves is the only way to do it.