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12-22-19, 04:18 PM | #1 |
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Join Date: Jul 2017
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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 ? |
01-08-20, 11:43 AM | #2 |
Born to Run Silent
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Can you detail what this does? thx
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02-24-20, 01:58 AM | #3 |
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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) |
02-24-20, 07:28 AM | #4 |
Seasoned Skipper
Join Date: Jul 2007
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Interesting! How do you edit the compiled dll's? Hex edits?
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02-27-20, 02:00 PM | #5 |
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02-29-20, 09:32 AM | #6 |
Grey Wolf
Join Date: Jun 2004
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Where is the file location to modify, and what is the file name ?
Very mysterious!
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03-22-20, 10:28 AM | #7 |
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Join Date: Mar 2001
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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? |
04-26-20, 06:07 PM | #8 |
Swabbie
Join Date: Apr 2020
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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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