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These should be the lock-only/no-manual-guide versions.
Missile-HeatSeekerNoProx has no proximity detonation; missiles will only explode if they hit something, as normal.
Missile-HeatSeeker has a proximity-detonation system configured in the Create event. The higher the pointCount, the bigger the spiral. Higher spiralScale makes a bigger, less precise detection area. skipPoints skips over the first X points in each 'arm' of the spiral, making a small deadzone close to the projectile.
You can use this to get a good idea of a projectile's detection area. Make sure you read the readme file.
Prox system is pretty cool, and great for AA missiles. Not sure how laggy it gets, but it didn't seem to do much when I had four missiles on screen?
Both versions will lock onto any enemy the launcher is pointing at when fired, if there's anything there. If not they'll just go straight forward like a rocket.
It shouldn't be too hard to disable the lock-on sound and target highlight effect if you don't want those at all - I had them added in the first place for user feedback, so you know it's actually locked on and what it's locked on
to. Don't forget to change the name of the weapon it looks for in the Create event, too.
Alternately talk to Cave. He made this stuff in the first place so he can probably be of more help than I can.