NewAgeOfPower 0 Posted March 25, 2012 I wanted to make a YR mod, so I've been plumbing the internals of TibEd, and I've created some entries, new weapons, warheads, and projectiles... Ideally, I'd like the railgun particle effect (doing damage as it passes through) and then doing a buttload more damage once it strikes the target, and the warhead should explode in a glorious fashion (I think KSTLEXP animation is quite sick, for the Elite unit) I need a step by step walkthrough or something. This is what I have so far [WEAP001] AmbientDamage=200 Burst=2 IsRailgun=true Damage=200 Range=16 Report=MirageTankAttack ROF=20 Warhead=WAR001 Speed=100 ; Clone of WEAP001 Projectile=PROJ001 [WEAP002] AmbientDamage=200 Burst=4 IsRailgun=true Damage=200 Range=16 Report=MirageTankAttack ROF=20 Warhead=RailshotMk2 Speed=100 ; Clone of InvisibleHigh Projectile=PROJ001 CONTINUED ON NEXT POST [PROJ001] PlaySide01=no PlaySide00=no ; Clone of SerialDefaults ; Clone of InvisibleHigh AA=yes AS=yes Image=MEDUSA SubjectToElevation=yes ; Invisible All Purpose ; Clone of RailShot [WAR001] ;Spread=1 ;Verses=200%,175%,160%,100%,25% Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Rocker=yes ProneDamage=100% InfDeath=2 ; Ghost's Railgun AnimList=XGRYSML1 CellSpread=1 Wall=yes Wood=yes [RailshotMk2] ;Spread=1 ;Verses=200%,175%,160%,100%,25% Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Rocker=yes ProneDamage=100% InfDeath=2 ; Ghost's Railgun Wall=yes WallAbsoluteDestroyer=yes CellSpread=2 AnimList=KTSTLEXP Wood=yes Some minor quibbles- I cloned this from Railshot, which ISN'T tagged ghosts railgun... Also, despite me clicking save every 5 seconds, TibEd decided not to save work and lost 5 hours of work (Q_Q) randomly after lagging a bunch. It seems to have saved for now though. Share this post Link to post
Nmenth 288 Posted March 25, 2012 Putting an explosive charge in a railgun projectile is illogical. Railguns are kinetic energy weapons that obtain their power from high density penetrators moving at extreme velocity. When the projectile pierces a target, it is going to be as mangled as the target when it emerges. Putting explosives inside would reduce the density and ability to withstand impact. Making a railgun fire shells rather than flechette wouldn't improve it, it would only alter its function similar to switching from AP bullets (which can penetrate ballistic vests) to hollow point (which do more damage to flesh). Not that mods, especially for Yuri's Revenge, can't be illogical if you really want them to be... Also, if TibEd is giving you trouble, perhaps you should start editing the INIs directly. 1 Share this post Link to post
NewAgeOfPower 0 Posted March 25, 2012 (edited) I was envisioning some sort of warhead being carried by a railgun shell which would penetrate multiple opponents/armor before detonating. When velocity of projectile exceeds 3.3 kilometers/second the railgun shell's kinetic energy would be greater than that of a equivalent mass in TNT, but there are higher explosives, non-chemical explosive devices, and antimatter. P.S. Thanks for the quick reply! Edited March 25, 2012 by NewAgeOfPower Share this post Link to post