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
Any way to delay cleaver wing opening?
@Hooha12
Ye
@TheRLAF basically impact force is the pushing force of the bullet setting it high can make the boats move and get thrown around at mach 1, really high can make them just disappear
@QuesoAirlines
I see
I think the unit used for
impact forceis measured in newton seconds or N*s. Settings a gun'simpactForceto "1" would be 100 newton seconds.@TheRLAF Its an impulse force that a bullet exerts when it hits a part.
When a bullet with a impact force of 1 hits a stationary part with a mass of 1 kilogram, it will instantly accelerate that part to 100 meters per second. If the same bullet hit a stationary 100 kilogram part, it would only accelerate the part to 1 meter per second.
The direction that the force is applied is based on the direction vector of the bullet iirc. So it may create a torque effect depending on where the bullet hits.
Wtf is impactForce
@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