Commit 400d215f authored by Max Maton's avatar Max Maton

Merge branch 'feature/ML_ranged' into 'develop'

Reducing Homing/Guided ML's ranged efficiency.

See merge request !117
parents 2c41d00e eaf20a3e
......@@ -1795,7 +1795,7 @@ Vehicle_Weapons
"Dumb Missile" "0" //'1' if missile flies straight ahead
"Homing Missile" "0" //'1' if missile flies towards locked on target
"Guided Missile" "1" //'1' if missile follows crosshairs after launch
"Missile Range" "5500" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Missile Range" "5000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
"Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Turning Ability" "1.8" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
......@@ -1839,7 +1839,7 @@ Vehicle_Weapons
"Dumb Missile" "0" //'1' if missile flies straight ahead
"Homing Missile" "0" //'1' if missile flies towards locked on target
"Guided Missile" "1" //'1' if missile follows crosshairs after launch
"Missile Range" "6500" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Missile Range" "6000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
"Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Turning Ability" "1.85" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
......@@ -1886,7 +1886,7 @@ Vehicle_Weapons
"Missile Range" "5000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Lock On Time" "0.55" //time it takes for a homing missile to lock onto the target under the player crosshairs
"Lock On Radius" "0.4" //this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target); it defines a box around the crosshair, and a target must be within this box to be homed on and its size decreases with range
"Lock Range Modifier" "0.000300" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Lock Range Modifier" "0.0005" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Countermeasure Effectiveness" "0.5" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when countermeasures are inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
"Turning Ability" "3.0" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
}
......@@ -1932,7 +1932,7 @@ Vehicle_Weapons
"Missile Range" "6000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Lock On Time" "0.3" //time it takes for a homing missile to lock onto the target under the player crosshairs
"Lock On Radius" "0.42" //this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target); it defines a box around the crosshair, and a target must be within this box to be homed on and its size decreases with range
"Lock Range Modifier" "0.000290" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Lock Range Modifier" "0.000450" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Countermeasure Effectiveness" "0.5" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when countermeasures are inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
"Turning Ability" "3.15" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
}
......@@ -1978,7 +1978,7 @@ Vehicle_Weapons
"Missile Range" "5000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Lock On Time" "1.1" //time it takes for a homing missile to lock onto the target under the player crosshairs
"Lock On Radius" "0.3" //this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target); it defines a box around the crosshair, and a target must be within this box to be homed on and its size decreases with range
"Lock Range Modifier" "0.000400" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Lock Range Modifier" "0.00050" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
"Turning Ability" "3.0" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment