QUOTE(Lord_Agamemnon(MM) @ Dec 12 2006, 11:56 AM)
Put a domissiledmg command in the iscript for the spikes. That will make each spike do the full damage to anything it hits.
That would make it even more powerful. lol Hmm, it may be possible to reduce the damage then just use domissiledmg multiple times in the death animation to get the same damage on the final hit.
BTW, ShadowFlare, I particularly like the nuke effect at the end
How'd you make the projectile curve like that, though?
There are 3 things I did having to do with the movement:
1) I changed the weapon's behavior from "go to max range" to the one that the halo rockets use, whatever that was called in the new DatEdit version.
2) I modified the flingy for the subterranean spines graphic (specifically the turn radius).
3) The modified iscript animation for the subterranean spines graphic spawns the spine graphics at other positions besides the actual position of the invisible projectile, giving the appearance of it have a different movement pattern.
There are also other modifications in there that aren't used that are just there from when I was experimenting with it. One in particular in the iscript would make it so that some changes would need to be made to the main subterranean spines iscript to use it without needing the sprites.dat and images.dat mods and a certain other custom iscript entry (which wasn't needed, just a copy of the spines script).