Nomad torpedo
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Here is another one:
Why my nomad weapon doesn’t want to fire with Torpedo button?
Also with missile also fails. Only way to fire it by #4 key or auto. :roll:weapon_equip.ini
[Munition] nickname = nomad_torpedo01_rtc_ammo hp_type = hp_torpedo requires_ammo = false hit_pts = 2 hull_damage = 7824 energy_damage = 0 one_shot_sound = fire_no_torpedo munition_hit_effect = rtc_nomadtorpedo_impact const_effect = rtc_nomadtorpedo_proj lifetime = 15 force_gun_ori = false mass = 1 volume = 0.000100 [Gun] nickname = nomad_torpedo01_rtc ids_name = 263527 ids_info = 264527 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp HP_child = HPConnect hit_pts = 100000 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0 mass = 10 hp_gun_type = hp_torpedo_special_1 damage_per_fire = 0 power_usage = 0 refire_delay = 2 hp_mount_group = NOMAD_EQUIPMENT muzzle_velocity = 109 toughness = 1.600000 flash_particle_name = rtc_nomadtorpedo_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_torpedo01_rtc_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = false LODranges = 0, 20
No rush - not important! :lol: TY!
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well, also because the nomad torpedo is actually set up as a gun.
You need a [motor], [explosion], [Munition], and [Gun] entry for it to work as a torp.
Try this:
[Motor]
nickname = torpedo01_mark01_motor
lifetime = 7.500000
accel = 5.444400
delay = 0[Explosion]
nickname = nomad_torpedo01_rtc_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 50525
energy_damage = 0
impulse = 0[Munition]
nickname = nomad_torpedo01_rtc_ammo
explosion_arch = nomad_torpedo01_rtc_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_torpedo
detonation_dist = 25.250000
lifetime = 56.250000
Motor = torpedo01_mark01_motor
force_gun_ori = false
const_effect = rtc_nomadtorpedo_proj
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3000
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 263527
ids_info = 264527
mass = 1
volume = 0.000000[Gun]
nickname = nomad_torpedo01_rtc
ids_name = 263527
ids_info = 264527
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 3
muzzle_velocity = 200
hp_gun_type = hp_gun
toughness = 1.600000
flash_particle_name = rtc_nomadtorpedo_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = nomad_torpedo01_rtc_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20The requires_ammo = true entry only makes it so you have to purchase ammo. If requires_ammo = false is present, that just means you never run out of ammo.
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Yea, it WORKS!
Here is code with some adjustments to be able to mount it on reserved slot:[Motor] nickname = torpedo01_mark01_motor lifetime = 7.500000 accel = 5.444400 delay = 0 [Explosion] nickname = nomad_torpedo01_rtc_explosion effect = rtc_nomadtorpedo_impact lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 50 hull_damage = 50525 energy_damage = 0 impulse = 0 [Munition] nickname = nomad_torpedo01_rtc_ammo explosion_arch = nomad_torpedo01_rtc_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = fire_no_torpedo detonation_dist = 25.250000 lifetime = 56.250000 Motor = torpedo01_mark01_motor force_gun_ori = false const_effect = rtc_nomadtorpedo_proj HP_trail_parent = HPExhaust seeker = LOCK time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 35 max_angular_velocity = 0.580670 ids_name = 263527 ids_info = 264527 mass = 1 volume = 0.000100 [Gun] nickname = nomad_torpedo01_rtc ids_name = 263527 ids_info = 264527 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp HP_child = HPConnect hit_pts = 100000 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 3 muzzle_velocity = 200 hp_gun_type = hp_torpedo_special_1 hp_mount_group = NOMAD_EQUIPMENT toughness = 1.600000 flash_particle_name = rtc_nomadtorpedo_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_torpedo01_rtc_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = false LODranges = 0, 20
Now my glitches!
With this I lost names of lasers:
Switching back to old code - names still missing!
Will I be able to get them again? -
If the names are missing, then the ids_name information for that weapon is incorrect OR the ids_name reference in nameresources.dll has a blank value.
Make sure none of the weapons are missing the ids_name value (and that the one it has is correct), and that each gun and munition has a nickname value.
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if you want a gun to become a missile you need only to add a seeker to it. a seeker = DUMB is even enough. the gun will be looking like a simple gun but behave as a missile on the activation. whether it is is missile or torpedo depends on technical data (speed and damage?). btw, it is not necessary that a missile/torpedo launcher requires ammo.