TargetOverride

GameObjects hit by the Ordnance have their weapon subsystem disabled. TargetOverride is fired as a beam composed of segments.

The beam is fired from the owner's hardpoints, but if the owner moves, the TargetOverride ordnance still emanates from its stationary "fired location" until it hits its target (whereupon the entire ordnance will disappear instantly). If the target moves, the ordnance will attempt to predict where it will intercept it (by leading the target), but once the ordnance extends far enough that its length is equal to the distance from the target to the origin of the ordnance, it will impact the target regardless of the visual disparity. As a consequence, the ordnance looks best when used against stationary targets.

Does not use the shotGeometry or sprite ODF command.

Note, can cause serious slowdowns with moving targets if the lifespan of the weapon is long.

SpecialValue determines how long the effect lasts in seconds. Note this duration appears to be after the weapon ends - TargetOverride also disables during the lifespan of the impact.

classlabel = "targetov"

Stock ODF Commands

segmentRadius

Float, Default: ~ 0.1

The radius of each segment of the ordnance. The segmentTexture is duplicated for each segment.

segmentLength

Float, Default: ~1.0

The length of each segment of the ordnance. The segmentTexture is duplicated for each segment.

segmentVariance

Float, Default: ~0.5

The rate of vibration (perpendicular to the segment's length) and allowable variance of the vibration for each segment of the ordnance. Segments are connected to each other for the vibration.

segmentTexture

String, Default: crash

Determines which sprite is used for the Ordnance. No file extension required.