hmmm since missiles only lock onto enemys, would it be possible to make the nannite missile suck more when its locked than when just fired normally?
Like when an enemy is targeted it would isntant lock but do somthing stupid like not track them at all.
Is this possible?
MRM Nanite Pod
what happens if a missile is fired at a friendly if the missile has a 0 lock on time (the settings that were used in EOR that make missiles launch with 100% lock with no lockon time and no lock brackets appearing)
i wonder if they will track friendlies as they start with full lock, or whether it gets set to 0 as its a friendly
i wonder if they will track friendlies as they start with full lock, or whether it gets set to 0 as its a friendly
What im wonderng though is since its intended target is friendly
Can 0% lock track better than a 100% lock since it only does so when targeting an enemy?
Can a higher lock accually reduce its tracking?
The reason why is i dont want the nannite pod to lock onto an enemy and nan them, only on friendlies
Can 0% lock track better than a 100% lock since it only does so when targeting an enemy?
Can a higher lock accually reduce its tracking?
The reason why is i dont want the nannite pod to lock onto an enemy and nan them, only on friendlies
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Arson_Fire
- Posts: 98
- Joined: Mon Apr 24, 2006 7:00 am
- Location: NZ
Current code can't do that unfortunately (although I like the idea). It would be more like a stationary gun turret that shoots a nan at friendlies.zdude1994 wrote:QUOTE (zdude1994 @ Mar 27 2008, 08:23 AM) Would this be like a pod that flies aroud you, following you? Or sumthin like a mine pack that duz negative damage?








