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Old 12-22-19, 04:18 PM   #1
JhonSilver
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Default How to make torpedoes to guide at "noisemakers"

in

private bool CheckTargetInSensorCone()

add this code below line 23
---------------------------------------

for (int j = 0; j < UIFunctions.globaluifunctions.playerfunctions.sens ormanager.noisemakerObjects.Length; j++)
{
if (this.CheckWithinSensorAngles(UIFunctions.globalui functions.playerfunctions.sensormanager.noisemaker Objects[j].gameObject.transform) && !this.passiveHoming)
{
this.targetTransform = UIFunctions.globaluifunctions.playerfunctions.sens ormanager.noisemakerObjects[j].transform;
this.DisableSnake();
return true;
}
}

------------------------------------
------------------------------------


Can I give a link to my page here ?
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Old 01-08-20, 11:43 AM   #2
Onkel Neal
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Can you detail what this does? thx
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Old 02-24-20, 01:58 AM   #3
JhonSilver
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Quote:
Originally Posted by Onkel Neal View Post
Can you detail what this does? thx

This code change the torpedo behavior.
The torpedo will home at "noisemakers", as if its are real targets.


So "noisemakers" works as false targets for torpedo.


(Assembly-CSharp.dll)


------------
btw, this code suitable for the wake homing torpedo simulation, as a basis. (one of possible variants)
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Old 02-24-20, 07:28 AM   #4
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Interesting! How do you edit the compiled dll's? Hex edits?
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Old 02-27-20, 02:00 PM   #5
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Quote:
Originally Posted by Julhelm View Post
Interesting! How do you edit the compiled dll's? Hex edits?

dnSpy tool
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Old 02-29-20, 09:32 AM   #6
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Where is the file location to modify, and what is the file name ?

Very mysterious!
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Old 03-22-20, 10:28 AM   #7
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I'm confused...don't they do this already?How does this differ to the way decoys work now?

also is this how they do wakehoming in epic mod?
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Old 04-26-20, 06:07 PM   #8
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This mod does that. Although it's kinda broken at the moment, makes your MOSS, Noisemakers and Knuckles useless once the hostile torpedo acquire on your sub

subsim.com/radioroom/showthread.php?t=240032
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