No help?
Well to make this post useful I have perfected a few things:
1. I got the object to use the stinger geometry but use the AIM-54 mesh for flight physics. That is, I set it up so that the stinger geometry is always visible and the Aim-54 geometry is always invisible (done using the "objecttemplate.createinvisible" command) Now it it looks like a standard stinger missile when viewed externally and retains the flight characteristics of the Aim-54. The stinger missile geometry that's visible has collision turned off to avoid conflict with the collision physics of the invisible Aim-54 mesh.
2. Fixed the camera bug where the camera would stay at the place the missile detonated. I simply disabled the camera "delay" entirely, and now it will go back to the soldier camera as soon as the missile dies and does not leave a camera position where the missile used to be. This will prevent players from cheating by simply staying on the camera and watching enemy movements with it.
3. The missile now has similer range to a normal stinger missile, though I well set it to go just a little bit further then a standard stinger.
4. I now have it set up so that when you right click to detonate, it will spawn a custom stinger projectile (that has no engine or visible mesh to it) that will detonate as soon as it spawns. I did this by extending the proximity to enemy setting to 2048. This ensures that the "projectile" always thinks its near an enemy and will instantly detonate getting the desired effect on the target. If the player aim is good, it should take the same amount of shots to kill aircraft as it does with the dumb fire version assuming the missile doesn't collide with the target before the right click to detonate is used.
5. The mass and engine power/acceleration are now indenticle to the engine used on the Stinger dumb fire missile.
5. Fixed uncredited kills on infantry. I fixed this by reducing the "explosion damage" of the main missile to a really small number. Since most if not all the time, the splash damage of the missile exploding will kill the infantry target before the stinger projectile does. This results in a "is no more" message. Now you must use the right click feature to kill infantry. Its not easy to get a kill on infantry do all the time, so this should make it a more balanced weapon.
Still to do:
1. Fix alignment bug on handheld stinger launcher. It is unlikely that I will ever fix this if no one can provide any tips as to why this happens.
2. Add custom crosshair to the Guided stinger.
3. Update my lexiconAll.dat file so that the kill messages won't have underscores in it.
5. Still need to figure out how to get it from not killing tanks instantly when it collides with them.
Any help on how to fix the alignment issues with the handheld stinger launcher would be appreciated.
If I can get the missile to get similer damage to land targets (when colliding into them) as the RPG, then this kit can entirely replace the AT kit.
