SOD. Weapon Guide?

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MrVulcan
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Post by MrVulcan » Fri Apr 25, 2008 10:03 am

SOD based weapons work similarly to regular weapons. You'll need a sod of the weapon and a line in the ordinance that tells the weapon to use a sod instead of a sprite:

shotGeometry = "weapon.sod"

The sod hierarchy can be a simple root node with the mesh attached. You can add hardpoints to the sod as well for u-ball type weapons.

Not all class labels support the shotGeometry line. Ones that do off the top of my head are: "launcher" "missile" "areamissile".

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QuantumHalo
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Post by QuantumHalo » Sun Apr 27, 2008 4:41 pm

And there's even fewer ordinance classlabels that support it. For A1, the minefield label, the shield disruptor, the myotronic burst and maybe one or two more. The minefield one is the only one that does damage BUT it always fires at the nearest ship in range.

If you want a targetable one, the best way is probably to make a dummy missile that does nothing and an invisible pulse/photon to actually do the damage.
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