Destroyable Missiles

I was wondering if it was possible to create destroyable missiles.  I was planning on setting it up to be an ability to replace the normal missile weapons carried by ships and then use the open weapon slot to give the ships point defence.  Any ideas?

5,063 views 8 replies
Reply #1 Top

only if you do something along the lines of turning strikecraft into missiles

 

Reply #2 Top

Open up entrenchment and look for advent homing mine when attached to squadron!

Thats exactly what you need but instead of tying it to a carrier..make an ability that spawns them!

Reply #3 Top

i heard from someone in the original sins beta that capital missles were targetable, but i'm not sure if this was true. I'm trying to get myself a copy of the beta. If i get it somehow would you like it?

Reply #4 Top

ShadowMastiff,

I tried attaching the mines, the problem is that you have to deploy the mines.  I then tried to create a "frigate" that could be spawned like the missile platform on the Tech Carrier.  The frigate was meant to have no gun and one ability, the ability used by the tech mines to explode.  My hope was that the ship would run forward and explode itself.  But I could never get the mod to load properly.  I really want to create extremely powerful missiles that can kill ships with a few hits but it would be ridiculous if the ships couldn't protect themselves.

 

Vunda,

I played the beta.  I don't remember the missiles being destoyable.  If you find out otherwise, I would like to know how it was managed.

 

Also, I was looking at the Weapons file and wondering if it was possible to create new weapons. Perhaps this is the way to go... 

Reply #5 Top

Quoting Patrick, reply 4
ShadowMastiff,
Also, I was looking at the Weapons file and wondering if it was possible to create new weapons. Perhaps this is the way to go... 
End of Patrick's quote

 

Unfortunately you cannot! Sorry!

Reply #6 Top

Thats too bad.  I really liked the idea of spawning mines.  How do i set them to target a ship?

Reply #7 Top

Ability! Target ship in range and the ability triggers a 'make dead' buff to kill itself and a second buff to cause the wanted damage

Reply #8 Top

In Empire at War, missiles were individualy spawned projectiles; their own entity if you will. This allowed them to be targeted by weapons and whatnot.

I came to Sins from modding EAW. Honestly, the modding aspect of EAW worked a lot better. For example, in Sins, I can't allow a planet to build a starbase because it's not a "PlanetModule" entity. I also can't give shields to fighters because there is no shield variable defined in the "Fighter" entity type. In EAW, if you wanted something to have a shield, add a line in the XML file. That's all there was to it. If you wanted a planet to be able to build something, all you had to do was add it to the menu. It would build no matter what "type" of thing it was.

I find this very frustrating as it severely limits my options and hinders what I'm trying to do. I don't want to have to have a frigate build a starbase.

I want targetable missiles/bombs too.