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Eagle114th

Questions about modding weapons and proximity fuze / timed fuze

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Hello everyone,

 

I have some questions about modding aircraft gun to include proximity fuze and timed proximity fuze.  I am working on adding a fictional new nation with their own weapons for an interesting fun experiences in SPF2.  I have been looking at gun and weapons information.

Before working on missiles (which is more complicated), I am starting with gun for now.  I have been wanting to add two types of shells:

1) proximity fuze fir one type of shell.  If the shells from 30 mm cannon would explode if it's right next to the aircraft.

2) Timed Fuze for second type of shell. The shells would explode at certain distance.  I aim to be able to mod the times in seconds.

I only see the code:

TimedFuze=True

So I want to know if it is possible to enable both types of shells.

As always, thank you for the advice.  Because of the community help, I am able to accomplish making mods!

Cheers!

Edited by Eagle114th

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I don't think these types of fuze actually work for AAA or tank shells. In gun editor indeed there's a time fuze box which can be selected but no other input for time. AFAIK proximity fuze only works for missiles (fuze distance input).

Edited by tiopilotos

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2 hours ago, tiopilotos said:

I don't think these types of fuze actually work for AAA or tank shells. In gun editor indeed there's a time fuze box which can be selected but no other input for time. AFAIK proximity fuze only works for missiles (fuze distance input).

Basically in SF2 engine, only rockets and missiles can have either proximity fuze and/or timed fuze?

If that is the case, then I could do it with rockets / missiles and enable "has growling IR", in order, to allow AI to use it as well. 

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