The following code is expected to create a plasma burst at angle 0 (forwards) when the missile approaches a target. It doesn't. Instead,it auto-aims the burst and ignores the angle specification.
<Missile
type= "missile"
noDetonationOnEndOfLife= "true"
fragmentMinRadius= "8"
missileSpeed= "40"
hitPoints= "15"
lifetime= "80"
maneuverRate= "9"
failSafe= "5"
autoAcquireTarget= "true"
effect= "&efMissileStrelka;"
sound= "&snMissileLauncher;"
sound= "&snMissileLauncher;"
>
<Fragment
type= "particles"
damage= "plasma:100; WMD7"
canHitSource= "true"
hitPoints= "10"
direction= "0"
ArcAngle="0"
>
<ParticleSystem
style= "spray"
emitLifetime= "1"
emitRate= "120-150"
emitSpeed= "60-65"
spreadAngle= "1"
particleLifetime= "8"
particleEffect= "&efPlasmaParticleDefault;"
>
</ParticleSystem>
</Fragment>
</Missile>
Notes:
-This cannot be disabled by messing around with AutoAcquireTarget
-It occurs regardless of if the parent fragment is tracking or not, or uses AutoAcquireTarget or not
-This would be a desirable behaviour if it had a flag to turn it on/off.
(This is also more obvious on non-tracking missiles using the same parameters and code, since they're less likely to enter detonation range of a target without facing it directly)
I think we need a new option here.
The engine currently treats direction 0 as pointing towards whatever object caused the detonation. We need some option to tell it otherwise. For example, maybe we need to add something like, direction="path:0"
to indicate that the fragment direction should be at angle 0 with respect to the missile path.
We can support the following options:
trigger
: The direction of the object that triggered fragmentation (this is the default).target
: The direction of the target, even if it did not trigger fragmentation.source
: The direction of the object that launched the missile.absolute
: Absolute angles; 0 = to the right.
I can do this early in 2.0.