Unfortunately it took me two days to figure out the cause of the crash, I finally realize that the crash is caused when the number of shots exceeds the amount of rooms the enemy ship has. For example, my artillery beam has 6 shots and whenever it came across a ship with 5 or less rooms it would crash the game just before firing.
So my question is, is there any way to set the <shots></shots> parameter to be set something like this:
if 6 => enemyRoomCount then set shots to 6
else
set shots to enemyRoomCount
I don't have much experience with xml so I'm not sure if anything like this is possible but if it is can someone let me know.
Custom artillery weapon crash just before firing.
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- Auron1
- Posts: 224
- Joined: Thu Sep 01, 2016 7:34 pm
Re: Custom artillery weapon crash just before firing.
Have you tried using a MIRV missile artillery?
I recall there is the Cathartes mod which fires a huge missiles which later splits into 6~7 smaller missiles. No crash there
I recall there is the Cathartes mod which fires a huge missiles which later splits into 6~7 smaller missiles. No crash there
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
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- Posts: 15
- Joined: Sat Nov 26, 2016 6:04 pm
Re: Custom artillery weapon crash just before firing.
That actually fits in with the lore of the ship! i'll certainly give it a shot, though its not exactly what i wanted.
Edit: It does indeed work, however i don't like that the missiles can miss purely because they don't target a room. Is there anyway to ensure that they are not targeting outside any of the rooms?
Edit: It does indeed work, however i don't like that the missiles can miss purely because they don't target a room. Is there anyway to ensure that they are not targeting outside any of the rooms?