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View Full Version : How to make torpedoes to guide at "noisemakers"


JhonSilver
12-22-19, 04:18 PM
in

private bool CheckTargetInSensorCone()

add this code below line 23
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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;
}
}

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Can I give a link to my page here ?

Onkel Neal
01-08-20, 11:43 AM
Can you detail what this does? thx:up:

JhonSilver
02-24-20, 01:58 AM
Can you detail what this does? thx:up:


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)


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btw, this code suitable for the wake homing torpedo simulation, as a basis. (one of possible variants)

Julhelm
02-24-20, 07:28 AM
Interesting! How do you edit the compiled dll's? Hex edits?

JhonSilver
02-27-20, 02:00 PM
Interesting! How do you edit the compiled dll's? Hex edits?


dnSpy tool

Exocet25fr
02-29-20, 09:32 AM
Where is the file location to modify, and what is the file name ?:06:

Very mysterious!:hmmm:

Badger343rd
03-22-20, 10:28 AM
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?

partycat
04-26-20, 06:07 PM
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