collisionClass: "SHIPS_AND_ASTEROIDS_no_FF"
It can be done by scripting the projectile in its entirety, although that is not an ideal solution.
Ahh, unfortunately, adding new collision classes is surprisingly problematic.
It can be done by scripting the projectile in its entirety, although that is not an ideal solution.
Ahh, unfortunately, adding new collision classes is surprisingly problematic.
Darn. >:( I was hoping it would be fairly easy to just take enemy fighters out of the projectile class and just call it a new id. Programming never seems that simple though lol. Should of known. What is problematic about it? Just hard to do/time consuming or does it require changing the way the base game works?