Sorry guys, just a few general questions about rocket/missile coding in Generals.
1. How do base defences lock on and destroy artillery missiles (eg, tomahawks)? I'm sure they can, but it seems to take a lot of defences to kill one missile. Is there a specific way to code an insta-destroy?
2. Is it possible to code for a non-guided AA rocket/missile? I don't know if its beyond the limits of SAGE or not, but I haven't seen an example of one so far.
3. It could be just me, but some missiles seem more "resistant" to countermeasures than others (eg, Deathstrike's Gadflies in ShW). How is this coded?
Thanks!


Missile/Rocket Coding
Started By BlitzGeneral, Nov 08 2008 22:46
2 replies to this topic
#1
Posted 08 November 2008 - 22:46
#3
Posted 09 November 2008 - 04:31
Slye_Fox, on 9 Nov 2008, 12:05, said:
1. add and change these on the wepon's code;
AntiSmallMissile = No AntiBallisticMissile = No
BlitzGeneral, on 9 Nov 2008, 6:46, said:
1. How do base defences lock on and destroy artillery missiles (eg, tomahawks)? I'm sure they can, but it seems to take a lot of defences to kill one missile. Is there a specific way to code an insta-destroy?
you can adjust the big missile's health to make it weaker against missiles.
; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End
change the health to around 30
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