Badger-style urchin sounds nice actually. But somehow I wonder if we can copy torp bomber from BA:
[Spoiler]
weapondefs = {
armseap_weapon1 = {
areaofeffect = 16,
avoidfeature = false,
avoidfriendly = false,
burnblow = true,
collidefriendly = false,
craterareaofeffect = 0,
craterboost = 0,
cratermult = 0,
edgeeffectiveness = 0.1,
explosiongenerator = "custom:FLASH2",
flighttime = 1.5,
impulseboost = 0.123,
impulsefactor = 0.123,
model = "torpedo",
name = "TorpedoLauncher",
noselfdamage = true,
range = 660,
reloadtime = 1.3,
soundhit = "xplodep2",
soundstart = "bombrel",
startvelocity = 100,
tolerance = 12000,
tracks = true,
turnrate = 99000,
turret = false,
waterweapon = true,
weaponacceleration = 15,
weapontimer = 5,
weapontype = "TorpedoLauncher",
weaponvelocity = 100,
damage = {
bombers = 15,
commanders = 67,
default = 155,
fighters = 15,
vtol = 15,
},
},
},
weapons = {
[1] = {
badtargetcategory = "NOTSHIP",
def = "ARMSEAP_WEAPON1",
onlytargetcategory = "NOTHOVER",
},
},
TLDR: Important different parameters that are different from ZK appear to be
tolerance = 12000,
weapontimer = 5,
turret = false,
Also apparenty this is a thing:
quote:
TorpedoLauncher Fires a projectile that will behave ballistically out of water and like a missile in water. Usually used with waterWeapon = true so they can fire underwater and target underwater units. An aircraft carrying a #TorpedoLauncher is a special case, the weapon turns into an #AircraftBomb projectile that will spawn a torpedo projectile on impact with water. Visually represented by a pointed black cuboid, usually the default object is replaced by a 3D model.
bool subMissile default: false Can the torpedo leave the water and target units and positions on land?
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So there is some special code inside the engine to deal with torp bombers specifically. How exactly it works is a big question, but maybe we could ask the guys nicely to allow it to be a flag instead of based off unit category, such that no actual code is needed in ZK itself, just a flag to make engine do the work?