READ THIS vvv
Note: for a more complete guide to all xml options (along with descriptions for them all), look here. This post is kept up for archive purposes - if you want XML help, going to the mentioned link will be far more useful and comprehensive.
READ THIS ^^^
As of 1.7, there are some new XML properties. The ones I've found are:
Missile:
lockTime
maxRange
minRange
maxTargetingAngle
maxSpeed
maxFuelTime
maxForwardThrustForce
maxHeadingAngleAdjustmentRate
maxVelocityAngleAdjustmentRate
proximityDetonationRangeMin
proximityDetonationRangeMax
function
Gun:
ammoCount
burstCount
timeBetweenBursts
muzzleVelocity
roundsPerSecond
tracerColor
spread
lifetime
damage
impactForce
bulletScale
muzzleFlash
activationGroup
Rocket:
activationGroup
finMode
selfDestructTimer
burnTimer
All Weapons:
firingDelay
Parts:
health
Not all of these are new, but a lot are.
function on missiles can be either AirToAir or AirToSurface
@STALIN83 each bullet is an entity with a lifetime, their maximum travel distance is governed by their speed and lifetime, at the end of their lifetime they disappear. Distance = muzzleVelocity*Lifetime
.
If youre asking about how the timing works, im pretty sure its seconds, but im even more sure it depends on the clock in your device. Ive done some timer testing before and its slightly inconsistent always. give or take a little.
.
Also slow-mo makes timings weird
How dose "lifetime" for gun Work?
@RSH10Thunderbeam well thanks 👍
@Microwave1945 not from what i know of.
you can still disable the collision with the aircraft:
disableAircraftCollisions = true@RSH10Thunderbeam okay 👍 and is there a way to just disable hitbox?
(Like it won't interact with anything even the map and passes through the map or ground)
@Microwave1945
partCollisionResponse = Nonethat will make the part basically indestructible to crashing
@RSH10Thunderbeam yo guys how do I disable the collision response guys?
what does
maxVelocityAngleAdjustmentRatedo?@Uhhidkwhattoputhere (1st msg): ye i always check that :D | (2nd msg): oh ok thx :) (yes I "formatted" my reply heheheeeeeeeeeee)
@BRNavyPilot cause the system automatically puts a space at the end
@BRNavyPilot lol you seem kind of happy also one more thing: when you copy and paste something make sure to delete the space at the end
@Uhhidkwhattoputhere IT WORKED AND I MADE AN INSTA-KILL 180° LOCKING MISSILE THAT GOES MACH 10 >>>>>>>:DDDDDDDDDDDDD
@BRNavyPilot sooo?
@Uhhidkwhattoputhere ok imma try :D
@MisledShepherd its the firerate i think
@BRNavyPilot it means you did something wrong,check what you wrote in lowercase and if you put the value
Sometimes (or everytime, im not sure) when I put these into the missile's XML code when I click the check icon to confirm and re-open the XML tab it just vanishes and doesnt do anything in the part...
@MisledShepherd it's a delay after releasing a bomb/rocket/firing a cannon, before the next round is released
@MisledShepherd uh, feel free to test, my knowledge is rusty, i think its a delay after the fireWeapon button is pressed, think like you press the button, wait x seconds, then it fires
@Axartar what does it do actually? Genuine question
@MisledShepherd use the overload mod, go into a weapon, use the top tab to go to the weapon name, then add a line, on the left, type in firingDelay, on the right hand side, the duration in seconds for which firing is delayed
how do you use firingDelay
@Speedandpower ill be honest, not sure, if you want to test these, set them to a low value then put the missiles on a pylon and add a detach group & force, give them a shot
@Axartar does it blow up after reaching the max range?
@Speedandpower they sorta do, its
maxFuelTime, ormaxRangemaybe evenproximityDetonationRangeMin / proximityDetonationRangeMaxif you use them right