is it possible to have missiles disabling a ship forcing the pilot to bail out? let say you shoot the missile when the hull is under 50 percent, it doesnt do any damage ( maybe as much as a moskito? ) and have a 45% chance of forcing the pilot? ( would only work one time. firing multiple missile wont help its a one chance one shot in some kind ) asnd make the missile worth about 25k each unit?
The disabe feature is not important realy, its more a why the pilot eject more often.
the disruptor missile say in its description that it leave the hull inteact but kill shield and electronic system, its pure bull as the hull get as much hit as shield
or simply modify the disruptor missile to reflect that?
[Request]Electronic System failure Missiles
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Yes it is possible, but I think it would require altering the \types\Tmissiles file. This might make it more of a mod than a script addon. Not sure. If I weren't so busy working on my 2 other missions and other special project, I would play around with that, as that's just the type of thing that BenCo Industries deals in. Have you tried the BenCo System Override Software script? You might like that one.
Re: [Request]Electronic System failure Missiles
jocan2003 wrote:or simply modify the disruptor missile to reflect that?
Its actually very easy to do such a thing (check the tutorial sticky on how to), the problem however lies it in the AI, as they are coded "too" basic to make any decent kind of use of them, they use them as any other missile even when shields would be completelly down ...
(same as they can just as well fire mosquitos at cap. ship and hornets and bigger at m5 ...)
G