@LKO:
Yes I used the hellraiser, but for the main projectile; when I gave it to the small clusters, I just kept getting IEs, I think it was my fault anyways

(Note that I didn't forgot to add the cluster weapon to a dummy unit). So this means only for the first state

.
Also a negative value for acc could be good, but I think it would only give problems.
QUOTE
Maybe missiles need to reach a certain percentage of max speed before they start turning. And the slow acceleration causes that they reach this limit later than normal.
Well after testing a bit more, it seems that you are right, since big acc values stop the behaviour.
QUOTE
lol.gif a sensor behemoth. that looks crazy biggrin.gif
Well, if you want to do one go ahead :biggrin: , I just had to try by myself, as a modder, one shouldn't rely on a 100% in public resources, but anyways, nice offering

; also I didn't want to ask since I think that you are filled by requests. If I want you to make a mech I'll send you a concept art of it. Already have some, but most are of infantry.
@El_Serpiente:
AFAIK different armor values at different sides of the units are imposible to do in the engine. I have to say that I do love that idea, cause I love the play stile of CoH, which also includes it. (Hopefully it could bedone in the future since if I remember right EA said that it was going to be present in TibWars, hope have already done and not something they have planned; if it's the last one, doubt it would make to the game)
@Nods Viper:
The behaviour comes from the weapon itself and the projectile, seems to be the speed value form the weapon, the acceleration and ROT from the projectile. Since I tested this with different units to see if it was some coding of the unit (titan, hover mlrs, reaper, disruptor)
EDIT:
By the way, how do I make a proper quote? I couldn't get it to display the name of the original poster.
This post has been edited by Machine: Jan 27 2007, 03:10 PM