Missile decals system doesn't make sense
The game has some decals for missiles but those do not appear ever, this is because the game looks for a decal with NULL source and missile ammo's physical material as Target. But the decals from the game define Missile as source so it never finds it (confirmed with debugger).
This behavior is also for explosive projectile ammo! Regular projectiles are fine.
I can also confirm it with this decal added by a mod (drop in a .sbc file in a mod's Data folder):
<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Decals>
<Decal>
<Target>Missile</Target>
<Material>
<ColorMetalTexture>Textures/Decals/impact_1_cm.dds</ColorMetalTexture>
<NormalmapTexture>Textures/Decals/impact_1x5_ng.dds</NormalmapTexture>
<AlphamaskTexture>Textures/Decals/impact_1_alphamask.dds</AlphamaskTexture>
</Material>
<MinSize>4</MinSize>
<MaxSize>5</MaxSize>
<Depth>25</Depth>
<RenderDistance>250.0</RenderDistance>
</Decal>
</Decals>
</Definitions>
Result:
The problem is you can only define an impact decal for the entire missile and it doesn't really make sense.
Please make it feed the ammo's physical material as source and the impacted's material as target (similar to projectiles, heck can just copy/reference that MyProjectile.GetSurfaceAndMaterial() for missile decal and particles/sounds too).
EDIT: Ah forgot to mention, projectile ammo with explosive damage also do not give a source in the game code and will look for NULL source and uses ammo's physical material for target.
I have the same bug
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