Trailmakers

Trailmakers

757 ratings
Custom Missiles Mod
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15 Nov, 2023 @ 1:12pm
20 Jul @ 11:37am
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Custom Missiles Mod

Description
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

353 Comments
CallMeDaddy 7 Sep @ 2:50am 
How do i edit trusters i can only make them purpel
JESS2005  [author] 31 Aug @ 2:08am 
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)
***** 30 Aug @ 2:40pm 
@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 30 Aug @ 9:57am 
Is the mod broken again? I dont have sliders or text boxes to edit the thrust value of a thruster
JESS2005  [author] 4 Aug @ 3:31pm 
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
dani 2 Aug @ 11:49pm 
Whenever I fire a missile it just faces directly up and starts spinning around or faces some random direction, also, where do I change the 10k newtons value for thrusters?
***** 2 Aug @ 1:50am 
@GrippyBits you can set the thruster power to be smaller via the slider, that will scale the power down
GrippyBits 1 Aug @ 11:52pm 
Is there a way to set the speed without having to just use the 10k newton option?
nyafu 29 Jul @ 7:37am 
same here, i would've lost my tomcat if i hadn't made variants
GameJaguar1726 25 Jul @ 10:15am 
The mod has a slight issue where it somewhat corrupts my build file. After loading it in a couple times it fixes, but i nearly lost a build there.