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It should say in the comments somewhere how it works
dmsrange=5
failunsafe=true
failasgroup=true
the missile will be in launch bay with all warheads NOT armed. once launched it will arm it self when the missile is within 60 meters of the target.
i understand that a extra block sensor can also do the job, but i would like to do the job with the scripts custom settings.
Having problem with proximity fuse and Dead Man's Switch not detonating my Warheads
It also never triggers the sound block.
When inspecting the programmable block while in flight, it outputs the following:
ST:0:0:0:2251:K:-442134.47556:-137283.68227:954798.63264:0:
The first non-zero number increases as the missile flies upwards, but the other numbers stay the same. None of the numbers correlate with the location of my base.
I noted you as a author of this script in thanks (in description on steam workshop)
Also made a cool action trailer for it, where I also mantioned you as the script author.
I hope that's ok ? Check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2709980236 Hope you like it :)
My goal is to create a missile which will detonate once it travels more than 4km. The way the TGE command is written seems to imply that it's looking for a trigger command and will then execute a command in response, but do they have to be the same command? What's the best way to go about simply having the missile detonate upon X distance traveled?
I was wondering if it is possible to have the faction of the missile changed after launch to the target faction? Like this the missile would bypass all defensive measures and strike the target.