1. Duplicated the Longbolt Missile weapon along with its actor and 3 effects 2. Duplicated the unit 'Weapon - Longbolt Missile' and its actor 3. Set the new unit to the duplicated weapon 4. Changed it so 3 missiles fire instead of 2 5. Changed the Mover of the unit to 'Drunken Missile' 6. Changed the damage and attack speed
Here's the result:
As you may be able to see, the missiles do damage as they hit the turret, but the (non-damaging) explosive effects happen right as the missiles are fired, instead of when the missiles make impact.
Haven't got a working data editor atm but I'll try remember what to do:
Search the actors for the one named something like Longbolt Missile Impact. Make sure that the weapon or unit is linked to that, and that the Longbolt Missle Impact actor is set so it explodes when the weapon finishes firing, or whatever.
Could be talking out of my behind as I can't check it with a data editor
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Haven't got a working data editor atm but I'll try remember what to do:
Search the actors for the one named something like Longbolt Missile Impact. Make sure that the weapon or unit is linked to that, and that the Longbolt Missle Impact actor is set so it explodes when the weapon finishes firing, or whatever.
Could be talking out of my behind as I can't check it with a data editor
Can't find any actor with the word impact in it relating to the weapon. :\ Get your data editor working so you can help me. D:
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[2024-5-20. : 4:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"