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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 ? |
Can you detail what this does? thx:up:
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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) |
Interesting! How do you edit the compiled dll's? Hex edits?
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dnSpy tool |
Where is the file location to modify, and what is the file name ?:06:
Very mysterious!:hmmm: |
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? |
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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