how to make a Borg Turret like a Species 8472 mine but that it does shot not explode?:cool:#include "turret.odf"
//********************************************************************** //MAIN DESIGN PARAMETERS
//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Energy Cannon"
//tooltips tooltip = "BORG_TURRET" verboseTooltip = "BORG_TURRET_V"
//Race which can build ship & starting race of ship race = "borg"
// Do not change! If you want it to seek and destroy and all that. aiName = "MineProcess"
//Runtime class label for instantiation of object. classLabel = "minearray"
//Amount of time required to build ship buildTime = 45.0
//Number of officers required to build this ship officerCost = 3
//Dilithium Cost to build dilithiumCost = 75
//Metal cost to build metalCost = 75
//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 4000000
//Rate at which shield recharges (points per second... we think) shieldRate = 100
//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.50f
//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.50f
//**********************************************************************
//********************************************************************** //SYSTEM HITPOINTS //These values are the hitpoint values of the systems //If the value is set to zero the ship does not have that system weaponsHitPoints = 9999999999 enginesHitPoints = 9999999999 //**********************************************************************
//********************************************************************** //ART PARAMETERS & WEAPON NAMES
// Phaser weapon1 = "btpulse" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04"
// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp05" lifeSupportTargetHardpoints = "hp06" weaponsTargetHardpoints = "hp01" shieldGeneratorTargetHardpoints = "hp07" sensorsTargetHardpoints = "hp08" hullTargetHardpoints = "hp09" criticalTargetHardpoints = "hp10"
//********************************************************************** // MineArray Parameters detectRange = 800 // The drag of space drag = 1 // Acceleration at 1 unit acceleration = 999 // How big of an explosion destructRadius = 250 // How fast to head back home returnSpeed = 50 // How close to home to start slowing down slowdownDist = 200
// starting acceleration value accelConst = 500
// Which self destruct explosion to use selfDestruct = "xmineexplosion"
//********************************************************************** //MESSAGE & SOUND PARAMETERS //**********************************************************************
eventSelect = "PhaserTurretSelect" eventAcknowledge = "PhaserTurretAcknowledge" eventAttack = "PhaserTurretAttack" eventDecommission = "PhaserTurretDecommission"
//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "phaser_turret" hotkeyLabel = "HOTKEY_F4"
//************************************************************ // Brian additions for context sensitive menus alert = 1 combat = 1 SPECIES_MINE = 1
//scan range in meters rangeScan = 800
// this should not get added to the pathplanner // it's going to move and explode eventually addToPlanner = 0
wow, THANKS for the help really nice from you guys :mad:
the only thing that I see wrong is the weaponhitpoints, and also enginehitpoints. Change them to 999999 and that should work. Thats all i can think of.
let me understand this, you want a moving turret the last time i checked that was called a ship please explain