Author Topic: random question about torpedo splitting  (Read 1773 times)

Offline Morgan

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Re: random question about torpedo splitting
« Reply #20 on: May 01, 2018, 11:21:39 PM »
That's the thing Morgan. That split torpedo tech is not there on mine :V
Aww hell you're right.  My bad dude.

Offline Flowrellik

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Re: random question about torpedo splitting
« Reply #21 on: May 03, 2018, 12:50:30 AM »
in any case, I have no idea on how to properly do it. I know it's possible I just need help.

Offline Morgan

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Re: random question about torpedo splitting
« Reply #22 on: May 03, 2018, 10:17:27 AM »
Did you try the code Krrk's provided?  Also, can you provide a console dump?

Offline Flowrellik

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Re: random question about torpedo splitting
« Reply #23 on: May 03, 2018, 09:07:22 PM »
OK I gave it one more time and WALLA!
PLASMA SHOTGUN COMPLETED! Turns out I was saving it in the wrong spot like a moron :V.
I hate hot weather messing with my head.


Now how do I make it so the projectiles are split more before hitting the target, because when it's on direct approach, the split projectiles are condensed.

Offline KrrKs

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Re: random question about torpedo splitting
« Reply #24 on: May 04, 2018, 01:13:26 PM »
Isn't the 'spreadDensity' parameter what you are looking for?
Quote
spreadDensity is the distance between 2 warheads when they spread
out from the shell (after which they will converge on their target). It’s
defined in degree.

Offline Flowrellik

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Re: random question about torpedo splitting
« Reply #25 on: May 06, 2018, 05:26:23 PM »
alrighty figured that one out. Now I have one more question: How do I time it so when the torpedo hits the enemy ship or it's shields it will split apart then?

Offline KrrKs

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Re: random question about torpedo splitting
« Reply #26 on: May 07, 2018, 01:00:48 PM »
Theoretically:

By replacing
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FoundationTech.dOnFires[__name__]
with
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FoundationTech.dYields[__name__]
(No idea if that actually works though.)

Practically:
You shouldn't

You are trying to place several new torpedoes at the point where another torpedo just hit its target. I.E., inside that target.
If that works without crashing, you are creating several new torpedo instances on BCs weak netcode for no discernible effect. As the newly spawned torpedoes are already at their target, their damage will just be applied immediately. I doubt there will be any visual effect visible.*
It might be better to just increase the damage, damage radius and maybe visual radius of the original torpedo.

* Unless you write you own tech, placing the new torpedoes more apart and at a distance from the hit-location.