机械制造者 Trailmakers

机械制造者 Trailmakers

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Custom Missiles Mod
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269.415 KB
2023 年 11 月 15 日 下午 1:12
7 月 20 日 上午 11:37
33 项改动说明 ( 查看 )

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Custom Missiles Mod

描述
Beta of the missiles/trackers mod, not complete.

Allows for custom missile, turrets and anything as long as you need to point to a player or block.


How to use:

Flares: (Red, 7th color from the left)
They act as temporary targets with higher priority (set in host options)
-Active time: How long the flare lasts before deactivating
-Actiation distance: How far it has to move from the initial position before activating

Targets: (Blue, 8th color from flares)
They allow to be targeted by trackers, always active.

Trackers: (Green, 9th color from targets)
They either rotate or move towards the closest target depending on settings
-Strength: How strong should the force or torque applied be (aka bigger missiles need more strength)
-Actiation distance: How far it has to move from the initial position before activating
-Detection cone: the angle in front of the eye in which the missile can see a target (360=all around)
-Start active: if enabled the missile is activated as soon as leaving build mode
-Force: Use Y axis: Also applies force on the y axis, disabling it means stuff like bombs won't speed towards the ground and just be accelerated by gravity.
-Torque: Z lock: If enabled the missile will roll itself to stay upright, else no roll will be applied

Proximity mines: (Yellow)
They explode when a target (depending on settings) goes close enough
-Actiation distance: How far it has to move from the initial position before being armed
-Trigger range: Distance a target needs to be in for it to explode
-Explosion kind: size/type of explosion

Targets settings:
From here you can change who or what the trackers will track, by default they track everything, but make sure they only track what you want them to.

Host Options:
-Flare Priority: how much further away can the flares be to still be targeted by trackers, default is 1.3, so if a target is 10 block away and a flare 13 the tracker will aim at the flare
-P.I.D. values: The core of the mod, changing these values changes how trackers behave (i'd reccomend looking up how PIDs work online). Default are 5, 0.1, 0.5, they work fine for most creations but some might need some tweaking
-Max detection cone: It gives a max value to tracker detection cones
-Block used: it changes what block the mod uses, by default it's the small sphere eyes, it can be changed by selecting a block and pressing "Use: (Name)"
-Thruster editing: allows to set custom power values to all thruster blocks

358 条留言
***** 9 月 21 日 上午 3:36 
@GAMING_PROFI_2

about missiles tracking, tracker strength and thrust strength are two different thing. for missiles, i use a thruster from the game and a tracker from the mod set to torque.

value of 10k is too big for most applications, i suggest starting with 100 if anything.
make sure options like the detection cone are correct (360 will make the missile see everything),
make sure the activation distance is correct (setting it to 1 is a good starting point),
then make sure targets are actually tracked by you (in the target settings)
Oh and i assume you checked whether the block the mod uses is set to the one ur trying to use.
***** 9 月 21 日 上午 3:35 
@GAMING_PROFI_2

old missiles are broken, because they saved the data in the color values assuming those can be any number. one of the updates to the game clamped color values between 0 and 1, so the whole structure of saving data had to be modified, therefore the mod no longer can read the data of old missiles, and even if it could, the data would be lost as it would be clamped to 0-1 values.
GAMING_PROFI_2 9 月 21 日 上午 12:50 
@***** well ok then tell me how to make the misile not teleport away imdiently and actualy track smth bc i set the color of eye to green and strenght to 10k and it does not folow anything and then i put the eye ot force instead of torque and it imidently then crashes my game i have used the mod several times and now all my other misiles are broken with the new update and i cant get them working!
***** 9 月 19 日 下午 1:18 
@GAMING_PROFI_2 thruster value editing was changed. now you can only set the thrust power to 10k (i thinlk?) by coloring it purple, and then changing the slider in the normal options to use X portion of that 10k (so setting the normal slider thats 0-1 to be 0.5 will give you 5k thrust)

also please read the comments next time, as that is literally what the last few comments were about
GAMING_PROFI_2 9 月 19 日 上午 11:51 
how do i edit thrust to become strong? bc theres no menu for it anymore!!!
CallMeDaddy 9 月 7 日 上午 2:50 
How do i edit trusters i can only make them purpel
JESS2005  [作者] 8 月 31 日 上午 2:08 
This is due to devs breaking the way I store data, it will probably be brought to how it was before once they fix it (should be next update)
***** 8 月 30 日 下午 2:40 
@LegitBanana thruster value editing was changed. now you can only set the thrust power to 10k (i thinlk?) by coloring it purple, and then changing the slider in the normal options to use X portion of that 10k (so setting the normal slider thats 0-1 to be 0.5 will give you 5k thrust)
LegitBanana 8 月 30 日 上午 9:57 
Is the mod broken again? I dont have sliders or text boxes to edit the thrust value of a thruster
JESS2005  [作者] 8 月 4 日 下午 3:31 
The missile could have a few causes, low strength, no enemy in sight (either targeting options set oddly or small targeting angle, do check both in missile and host settings) or PID values set wrongly (default should be 5,0.1,0.5)
The thruster power you can just set in the vanilla thruster settings, there should be a power slider