Nanites

GameObjects hit by the Ordnance are not directly affected. Instead, the player's GUI is scrambled so that the separate panels will move around the screen.

*does this affect the AI differently????*

Note that the Weapon (if special = 1) that fires this Ordnance must have needTarget = 1, otherwise Armada will crash when the AI / Special Weapons Autonomy uses the weapon.

Uses the shotGeometry ODF command. Does not use the sprite ODF command.

SpecialValue determines how long the effects of Nanites last.

classlabel = "nanitesordnance"

Stock ODF Commands

rollRate

Should be the roll rate of the emitter within the model. ***Appears non-functional in Armada II / Fleet Ops.

movementSpeed

Integer???, Default: ???

Determines how fast the panels will move. Note this must be an even number or the game will crash.

movementSpeed = 12.0

minTime

Float, Default: ???

The minimum amount of time in seconds that you want a panel to move in a given direction.

maxTime

Float, Default: ???

The maximum amount of time in seconds that you want a panel to move in a given direction.

AiEffectTime

??? Default:

The amount of time in seconds

startReturnTime

Float, Default: ???

How much time before the end of the effect that you want the panels to start to return to their normal position.

effectTexture

String, Default: "wphoton"

The sprite.....???? Does not require file extension. ***Appears non-functional in Armada II / Fleet Ops.