Ambrosia Garden Archive
    • possible weap -999 bug


      Has anyone tried playing with the ammoType of -999? Just as an experiment I made a carried ship that uses a weapon with ammoType=-999. Instead of exploding, the game crashes.

      Is this a bug, or a restriction (only the player's ship can blow itself up)?

      -STH

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    • Quote

      Originally posted by seant:
      Has anyone tried playing with the ammoType of -999? Just as an experiment I made a carried ship that uses a weapon with ammoType=-999. Instead of exploding, the game crashes.

      I just now went and tested this, I made rockets use ammo type -999, and so the ship blows up. I then launched a few UE fighters and it worked perfectly.

      Quote

      Is this a bug, or a restriction (only the player's ship can blow itself up)?

      What would be the point of making a weapon where it blows up your own ship? theres always self destruct.

      Anyway, i'd check your resources and see if you entered anything wrong. Such as a non existant weapon type.

      Chamrin

    • Quote

      Originally posted by Chamrin:
      **

      Quote

      Originally posted by seant:
      Has anyone tried playing with the ammoType of -999? Just as an experiment I made a carried ship that uses a weapon with ammoType=-999. Instead of exploding, the game crashes.

      I just now went and tested this, I made rockets use ammo type -999, and so the ship blows up. I then launched a few UE fighters and it worked perfectly.

      Quote

      Is this a bug, or a restriction (only the player's ship can blow itself up)?

      What would be the point of making a weapon where it blows up your own ship? theres always self destruct.

      Anyway, i'd check your resources and see if you entered anything wrong. Such as a non existant weapon type.

      Chamrin**

      Well... I made some smart missiles (really just ships) that have a warhead weapon that blows up the ship/missile when it detonates. It gives the illusion of the ship/missile exploding and doing damage to the target. The smart missiles are great because their lifetime is infinite, and they can be recalled and retargeted. Suicide fighters, sort of.

      Chris Burns

    • Quote

      Originally posted by Chris Burns:
      **Well... I made some smart missiles (really just ships) that have a warhead weapon that blows up the ship/missile when it detonates. It gives the illusion of the ship/missile exploding and doing damage to the target. The smart missiles are great because their lifetime is infinite, and they can be recalled and retargeted. Suicide fighters, sort of.

      Chris Burns**

      Heh, I was doing the exact same thing. 🙂 I haven't been able to get the fighters/missiles to launch it, though. However, it does work on my ship if I have one and use it... :rolleyes:

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      -Shade

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    • Quote

      Originally posted by ShadeOfBlue:
      **Heh, I was doing the exact same thing.:) I haven't been able to get the fighters/missiles to launch it, though. However, it does work on my ship if I have one and use it... :rolleyes:
      **

      I managed to make it work. The main secret is making the warhead weapon a turret (Guidance 4) giving it good speed (Speed 1000) and a low count (Count 3) and giving it a decent proxradius. Also, set the 0x8000 flag so it detonates at the end of its lifespan, that way you always get a bang for your buck. I've had very good results with this. For the ship, give it good speed and a very high proportion of acceleration. I used accel 3200 and speed 400. Try all that.

      Chris Burns