Spawned Missiles: Difference between revisions

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** '''LazyCurve''' - A missile that has a LazyCurve movement behaviour set to it will move in a V3-like curve, even when buildable and manually commanded to move. The more distant its destination, the higher the zenith of the ballistic arc. This makes it almost impossible to intercept such a missile during flight when attacking very distant targets.
** '''LazyCurve''' - A missile that has a LazyCurve movement behaviour set to it will move in a V3-like curve, even when buildable and manually commanded to move. The more distant its destination, the higher the zenith of the ballistic arc. This makes it almost impossible to intercept such a missile during flight when attacking very distant targets.
* '''Weapons''' - The behaviour of any missile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, and the ROT of the projectiles these weapons use. If a missile is buildable and it is ordered to Move rather than Attack, it will crash into the destination without firing the weapon. This gives the possibility of creating two distinct attack modes.
* '''Weapons''' - The behaviour of any missile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, and the ROT of the projectiles these weapons use. If a missile is buildable and it is ordered to Move rather than Attack, it will crash into the destination without firing the weapon. This gives the possibility of creating two distinct attack modes.
*** An AircrafType that has a spawned missile locomotor will default to what appears to be the DMisl tags from <tt>General</tt>. In order to generate more customizable weaponry, one can give the weapon a primary weapon that calls for a suicide animation (In the same way as in the [[Adding a Kamikaze airstrike to RA2]] article), then give the missile a Secondary or DeathWeapon one desires. If the range of the primary weapon is sufficiently small, the missile will impact with the weapon defined as Secondary or DeathWeapon, instead of with default DMisl damage and warhead.
*** An <tt>[[AircraftType]]</tt> that has a spawned missile locomotor will default to what appears to be the DMisl tags from <tt>General</tt>. In order to generate more customizable weaponry, one can give the weapon a primary weapon that calls for a suicide animation (In the same way as in the [[Adding a Kamikaze airstrike to RA2]] article), then give the missile a Secondary or DeathWeapon one desires. If the range of the primary weapon is sufficiently small, the missile will impact with the weapon defined as Secondary or DeathWeapon, instead of with default DMisl damage and warhead. The downside of this approach is that the same weapon will be triggered when the weapon is shot down. Therefore, an alternate approach could be considered, in which the Primary is itself the payload weapon, but still self-destructs the missile. However, short-ranged weapons as would suit a missile seem to make it impossible for them to follow Attack orders.
** '''Projectile'''
** '''Projectile'''
*** '''<tt>ROT=0</tt>''' - Giving a missile a weapon with a projectile with a rate of turn of 0 will cause the missile to fire this weapon in the direction of its flight as it descends upon its target. The missile will always fire its weapon at the furthest point allowed by its range, and always in the direction it faced before descent.  
*** '''<tt>ROT=0</tt>''' - Giving a missile a weapon with a projectile with a rate of turn of 0 will cause the missile to fire this weapon in the direction of its flight as it descends upon its target. The missile will always fire its weapon at the furthest point allowed by its range, and always in the direction it faced before descent.