Custom Missiles firing Weapons when exploding

Registered by AlexB

Custom Missiles use Warhead/Damage value pairs to create explosions. This provides an alternative way where a weapon is defined, which detonates a bullet on impact. This would support all weapon related effects.

[AircraftType]Missile.Weapon= (WeaponType, defaults to none)
The weapon used to deliver damage. If set, the weapon is used to control projectile, warhead, damage and bright settings for a short-lived bullet that detonates immediately. If not set, Missile.Damage and Missile.Warhead are used to create the explosion. Requires Missile.Custom=yes.

[AircraftType]Missile.EliteWeapon= (WeaponType, defaults to none)
Same as Missile.EliteWeapon, but overrides Missile.EliteDamage and Missile.EliteWarhead for missiles fired by elite units. Requires Missile.Custom=yes.

Note that missiles will not fall back to Missile.Weapon in case Missile.EliteWeapon is not set. Missile.EliteDamage and Missile.EliteWarhead are used.

Primary and ElitePrimary are not used to not also have a death weapon by default, which can lead to double explosions when the missile detonates a warhead that destroys the missile before it is removed from the game.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.a
Implementation:
Implemented
Milestone target:
milestone icon 0.a
Started by
AlexB
Completed by
AlexB

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Note: The weapons are not added to the list of weapon types automatically. You'll have to add them to [WeaponTypes] yourself, otherwise they might not parse correctly. -AlexB

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