

Cluster Missile?
#1
Posted 07 October 2008 - 21:19
Thanx
#2
Posted 07 October 2008 - 21:36
If you're going to change that, then you might have to create something new in the FXList.ini.
Object SuperWeaponClusterMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = ExClutserMisl_B ParticleSysBone = EXHAUST01 TOSMissileLenzflare ParticleSysBone = EXHAUST01 TOSMissileFlame ParticleSysBone = EXHAUST02 TOSMissileLenzflare ParticleSysBone = EXHAUST02 TOSMissileFlame ParticleSysBone = EXHAUST03 TOSMissileLenzflare ParticleSysBone = EXHAUST03 TOSMissileFlame ParticleSysBone = EXHAUST04 TOSMissileLenzflare ParticleSysBone = EXHAUST04 TOSMissileFlame ParticleSysBone = EXHAUST05 BaikonurRocketFlare ParticleSysBone = EXHAUST05 BaikonurRocketTrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:SCUDMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = BallisticMissileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundAmbient = ScudStormIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL End Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No IgnitionDelay = 0 InitialVelocity = 220 ; in dist/sec DistanceToTravelBeforeTurning = 500 DistanceToTargetBeforeDiving = 0.01 End Locomotor = SET_NORMAL ClusterMissileLocomotor Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 420.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes InitialDelay = 1000 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_MainMissile01 DeathWeapon = ClusterMissileSuperWeaponMissileComingDownWeapon StartsActive = Yes End Geometry = Cylinder; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End
Edited by Stinger, 08 October 2008 - 11:47.
#3
Posted 07 October 2008 - 21:46
Thanx
#4
Posted 09 October 2008 - 06:36
I am going crazy that it shows the wrong ignition fire from the missile. This superweapon is very cool and the mod is superb.
Thanx a bunch
#5
Posted 09 October 2008 - 06:53
#7
Posted 09 October 2008 - 09:43
#9
Posted 09 October 2008 - 13:18
Edited by Admiral, 22 December 2008 - 17:31.
#10
Posted 11 October 2008 - 02:18

did you edit it in any way before this happened?
#11
Posted 11 October 2008 - 07:04
I have the particlesystem, objectcreationlist, weaponobjects, airforcegeneral, specialpower, fxlist, weapon, locomotor, commandbutton, commandset, soundeffect & Voice. I could upload the files that I used for the clustermissile weapon in a textfile. Could you check for my what I am missing. I rather like the text files, so that the files can be inserted in the ini files, and removed afterwards again. I think its the best way.
Thanx
#12
Posted 11 October 2008 - 09:52
Quote
well that explains alot

also airforce general? the cluster missile is from the armor general

#13
Posted 11 October 2008 - 13:07
Thanx
#14
Posted 13 October 2008 - 03:31
#15
Posted 15 October 2008 - 09:22
Thanx
#16
Posted 02 November 2008 - 20:13
Thanx..............
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