cluster bomb
#1
Posted 01 March 2008 - 22:05
#3
Posted 01 March 2008 - 22:26
#4
Posted 02 March 2008 - 20:03
#5
Posted 03 March 2008 - 11:23
Qcumberhd, on 2 Mar 2008, 21:03, said:
add this
ProjectileDetonationOCL = OMG_Clusters
somewhere in the weapon code
Qcumberhd, on 2 Mar 2008, 21:03, said:
The New Generals in Shockwave 0.95, General Ironside AKA USA Armor General, and General Leang AKA China Special Weapons General.
#7
Posted 03 March 2008 - 15:11
try adding this to the missile/bomb/object code
Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED FX = FX_ZOMGMissileExplosion OCL = OCL_OMG_Clusters End
Edited by Zeke, 03 March 2008 - 15:12.
#8
Posted 05 March 2008 - 03:07
#9
Posted 05 March 2008 - 03:23
When a man asks you for fish, you could just give him some fish, but he will always comeback to ask you for more fish, but if you teach the man to fish, he can get all the fish he wants himself
[/Zen]
it is always better to do it yourself as you learn more, we HELP modders, and helping =/= Doing it for them, Try it yourself first, if you have questions look us up on MSN
Edited by Zeke, 05 March 2008 - 03:28.
#10
Posted 05 March 2008 - 03:25
#11
Posted 05 March 2008 - 03:30
FISH = anything you desire, in your case it's "cluster bomb codes"
EDIT: I'll give you a hint, the cluster mine bomb dies in mid air, and the scud storm fires missiles to different locations (kinda like clusters)
Edited by Zeke, 05 March 2008 - 03:57.
#12
Posted 05 March 2008 - 07:52
#13
Posted 05 March 2008 - 14:43
The best way to learn is... - Experiment. Once you know what all the files do, generals coding is just copy and paste and a bit of value tweaking. The exception to this would be particle effects. You can copy and paste to an extent though.
#14
Posted 05 March 2008 - 19:59
#15
Posted 05 March 2008 - 20:02
#16
Posted 05 March 2008 - 20:09
#17
Posted 05 March 2008 - 20:31
#18
Posted 05 March 2008 - 21:35
#19
Posted 05 March 2008 - 22:12
------------------------------------------------------------------------------ Object ChinaCluster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFX ParticleSysBone = Mine02 MineFX ParticleSysBone = Mine03 MineFX ParticleSysBone = Mine04 MineFX ParticleSysBone = Mine05 MineFX ParticleSysBone = Mine06 MineFX ParticleSysBone = Mine07 MineFX ParticleSysBone = Mine08 MineFX End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:Cluster EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ; this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 DetonationWeapon = ClusterWeapon ; what happens when we detonate DetonatedBy = ENEMIES NEUTRAL ScootFromStartingPointTime = 1000 RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = No ; Cluster mines do not regenerate. End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End
#20
Posted 07 March 2008 - 01:35
#21
#22
Posted 07 March 2008 - 02:47
#23
Posted 07 March 2008 - 02:49
#24
Posted 09 March 2008 - 21:19
"AIData
; set the values in ini/default/aidata.ini for now.
End"
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