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MIssile Behaviors

989 Scrubnot  1.5 years ago

A Boom 25 attached to a custom missile with an explosionScale of 0.22 causes a plane with no partCollisonResponse to burn. A better result than having the plane rapidly disassembled. I wish missiles had this same damage effect without having to make a custom missile.

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    989 Scrubnot

    If all explosives had these settings
    Critically damage - reduce to burn hp or 1 hp
    disconnect - low damage but breaks connections
    And Default - obliterates anything

    1.4 years ago
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    @Scrubnot
    I mean you're not that wrong

    explosions in general are broken in this game so yeagh

    1.5 years ago
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    989 Scrubnot

    @ZeroWithSlashedO it's kind of a hit or miss, literally. It seems missiles will cause the same damage in a certain range, basically a booleen if it will damage or not, determined by the range of the explosion. Bombs seem to have sections of damage determined by the distance from the explosion center. Close causes immediate vaporization, while farther causes slight damage and/or burning.

    I am still unsure of how missiles really damage, cause there is no way to inspect a part's health in flight after taking damage, so I may be entirely off here.

    1.5 years ago
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    29.6k 32

    @ZeroWithSlashedO you could use that to make proximity flares

    1.5 years ago
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    43.9k ShinyGemsBro

    I just do this with direct impact missiles possessing 0.3-0.4 explosionScale. Doesn't immediately kill whatever it hits. Especially bigger AI's spawned.
    .
    But then again, you can use proxdetonation to better simulate realistic damage on targets whilst keeping explosionScale untouched, as said by @ZeroWithSlashedO

    1.5 years ago
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    I wonder how many people use proximityDetonationRangeMin/Max

    1.5 years ago