And I can't get it to work. =(
Here's what I'm shooting for: when a missile or ship approaches, this weapon creates a ring of energy that keeps the ship safe. I've tried having the ring start small and get larger by means of animation and tried just having it stay a constant size. In order to get it to stay centered on the ship, it has no speed.
You can probably see where the problem lies: Even though the ring expands outward after fired (or even if it starts out huge), since it has 0 speed, the Nova AI never actually fires it since it doesn't take the expansion into its range calculations (being a PD weapon, it is subject to the whims of the programming code). I could get around this by making it a secondary, but this will make it near-useless to AI ships, and given it's not really a weapon the player will have access to until the very end of Anathema and is just there to make a particular ship nearly missile-proof, this solution really isn't too practical.
The question, then is if anybody knows a way to "trick" the AI into firing the weapon. It seems like negative speeds may work, but that seems to be pretty hit-and-miss. Giving it speed would just be odd, since it's supposed to be a ring of energy centered around the parent ship.
The most promising avenue I can think of is to have it submunition from an invisible PD weapon, but this doesn't seem to work at all. Basically, I can give the supermunition a decent speed and count along with a large prox. radius, but the submunition (the ring) doesn't actually seem to hit anything. So it appears that a submunitioned point defense weapon doesn't do anything at all. I could still make it unguided instead, but that would make it pass over missiles again.
Anybody got any hot ideas?