Xerrakis Woes
Posted: Fri Jun 15, 2012 3:22 pm
Been at this for an hour now, still not gotten anywhere.
The Xerrakis' current method of detonation is thus:
That means, of course, that it takes two shots to destroy the Xerrakis. That's what I'm trying to eliminate.
For some unknown reason, this doesn't work. The damage from the bullet never gets dealt, only that from the mine's explosion (which works out the same way as the old method). If I remove the explosion from the mine and leave just the bullet's kinetic damage, then the ship is destroyed in one shot.
The mine has a lifespan of 0.01 and triggerdelay of 0.0, so it should be firing the bullet before it explodes, but it seems the mines explosion is somehow stopping the bullet from being launched at all.
Some scenarios;
I've also tried keeping the bullet explosion on the bullet, and simply giving it kinetic damage, but that nullified the bullet damage as well.
The Xerrakis' current method of detonation is thus:
Code: Select all
Place flaremine > mine fires bullet > mine expires
bullet explosion deals damage over 25m radius and half-destroys Xerrakis
Code: Select all
Place flaremine > mine fires bullet > mine explosion deals damage over 25m radius
bullet deals kinetic damage and destroys Xerrakis
The mine has a lifespan of 0.01 and triggerdelay of 0.0, so it should be firing the bullet before it explodes, but it seems the mines explosion is somehow stopping the bullet from being launched at all.
Some scenarios;
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LONG LIFESPAN
Settings: lifespan = 10.0 explosionname = "kamiordxpl"
Result: No bullet damage dealt (presumably no bullet launched), only explosion damage
NO EXPLOSION
Settings: lifespan = 0.1 explosionname not defined
Result: No explosion, but bullet damage is dealt