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 Post subject: Airstrike clusters and fire
PostPosted: Sat Aug 20, 2011 8:32 am 
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Joined: Thu Aug 18, 2011 2:28 pm
Posts: 17
There seem to be a problem when editing an airstrike to make its strikelets explode into clusters or fire. In fact none of the 2 options works and when the strikelet explode, nothing happens.
I looked also at the napalm strike to see how it handled fire, but it seems that neither it uses the explode into fire option.
I tried many times but to no avail. Can someone give me a hint please?


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 Post subject: Re: Airstrike clusters and fire
PostPosted: Sat Aug 20, 2011 1:45 pm 
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PX Developer

Joined: Mon Aug 17, 2009 12:01 pm
Posts: 91
Fixed in the latest update, PX scheme editor bug. :)


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 Post subject: Re: Airstrike clusters and fire
PostPosted: Mon Aug 22, 2011 3:29 pm 
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Joined: Thu Aug 18, 2011 2:28 pm
Posts: 17
I tried again today and the fire option works perfectly :)
However I cannot seem to make the "explode into clusters" option working: I keep getting my clusters out but they stand still where they are deployed, or, on rarer cases, they start to slowly fly upward ignoring the auto-explode value.
I'll continue testing :)


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 Post subject: Re: Airstrike clusters and fire
PostPosted: Mon Aug 22, 2011 3:35 pm 
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PX Developer

Joined: Mon Aug 17, 2009 12:01 pm
Posts: 91
If you're editing weapons on 1st page, disable "Allow WA scheme to tweak power" option , btw.


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 Post subject: Re: Airstrike clusters and fire
PostPosted: Mon Aug 22, 2011 3:43 pm 
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Joined: Thu Aug 18, 2011 2:28 pm
Posts: 17
Entuser wrote:
If you're editing weapons on 1st page, disable "Allow WA scheme to tweak power" option , btw.

Thank you for your quick reply.
I have already disabled that option and I'm editing a 2nd page weap.
It seems like the clusters that come out from my airstrike aren't affected by gravity, at all; in fact if I set the bounce value to, let's say 50, they do a bounce and then fly up at moderate speed


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 Post subject: Re: Airstrike clusters and fire
PostPosted: Mon Aug 22, 2011 5:59 pm 
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Betatester

Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
Also same bug with:
Homing missiles with fixed shooting power have the same bug (they arent affected by gravity).
If ull try to make copy of cluster grenades without "copy" button ull fail - cluster pieces will have this bug.
Any grenades with fixed shooting power have the same bug.
--edit
1st and 3rd options have something like "high SpeedDivider and zero GravityFactor" and 2nd option - "zero SpeedDivider and zero GravityFactor", to be more correct.

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 Post subject: Re: Airstrike clusters and fire
PostPosted: Tue Aug 23, 2011 9:26 am 
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Joined: Thu Aug 18, 2011 2:28 pm
Posts: 17
I kinda "solved" that issue.
Since I was trying to do a "driller airstrike" in which the strikelets were parachuting worms and the clusters were the drillers, I set the bounce and bounce acceleration value to around -80 so that every bounce made them dig deeper :). Not really a solution but a workaround that works


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