Jump to content


How To Make Cluster Bomb Weapon


8 replies to this topic

#1 Laksamana

    Newbie

  • Member
  • 10 posts

Posted 22 November 2008 - 16:33

Hello all.....

Today, i will write a tutorial on how to make cluster bomb weapon and have your favourite aircraft drop it anywhere.....

First open ObjectCreationList.ini and scroll to the end of the file and add:

  
;----------------------------------------------------------------------
ObjectCreationList OCL_ClusterBombExplode
 
CreateObject
       
ObjectNames = ClusterBombBomblet
       
Count = 40&#59;this is the quantity of the bomblets
       
Disposition = SEND_IT_FLYING
       
DispositionIntensity = 120&#59;if you want the bombs to spread to larger area increase this
 
 
End
 
CreateDebris
       
ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
       
Count = 4
       
Mass = 5.0
       
Disposition = SEND_IT_FLYING
       
DispositionIntensity = 2.0
 
End
End






This will spawn bomblets when your 'bigger' bomb which will explained later explode.


NEXT,open FXlist.ini and add this at the bottom:

; ----------------------------------------------

FXList FX_ClusterExplode
 
ParticleSystem
       
Name                     = BuggySubExplosion
 
End
 
ParticleSystem
       
Name                     = DaisyExplosionScatter
       
AttachToObject   = Yes
       
InitialDelay     = 500 500 UNIFORM
 
End
 
ParticleSystem
       
Name = NukeCannonFlare
 
End
 
ViewShake
       
Type = SEVERE
 
End
End





This willl show how your BIG bomb explode in the air


Thirdly,we will make the 'actual' weapon which detonate on the ground and damage enemy units.
Open Weapon.ini and add this code at the bottom

;-------------------------------------------------------------------------------------
Weapon ClusterBombWeapon
 
PrimaryDamage = 100.0                
 
PrimaryDamageRadius = 50.0      
 
AttackRange = 100.0
 
DamageType = EXPLOSION                
 
DeathType = EXPLODED
 
WeaponSpeed = 99999.0                  
 
ProjectileObject = NONE
 
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
 
ProjectileDetonationOCL = OCL_FireFieldSmall
 
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS   &#59; should this affect allies? @todo srj
 
DelayBetweenShots = 0                           &#59; time between shots, msec
 
ClipSize = 1                                     &#59; how many shots in a Clip (0 == infinite)
 
ClipReloadTime = 0                      &#59; how long to reload a Clip, msec
 
AutoReloadsClip = No
 
HistoricBonusTime                = 1000
 
HistoricBonusCount              = 40
 
HistoricBonusRadius            = 200
 
HistoricBonusWeapon            = FirestormSmallCreationWeapon
End


TWEAK IT AS YOU LIKE..


Next open FactionUnit.ini where we will add the code to create the bomb and the bomblets
Add:

;------------------------------
Object ClusterBomb
 
Draw = W3DModelDraw ModuleTag_01
       
OkToChangeModelColor = Yes
       
DefaultConditionState
         
Model = AVBomber_B
       
End
 
End
 
DisplayName = OBJECT:DaisyCutterBomb
 
EditorSorting = SYSTEM
 
TransportSlotCount = 10
 
VisionRange = 300.0
 
ShroudClearingRange = 0
 
ArmorSet
       
Conditions = None
       
Armor = ProjectileArmor
       
DamageFX = None
 
End
 
SoundFallingFromPlane = DaisyCutterWeapon
 
KindOf = PROJECTILE
 
Body = ActiveBody ModuleTag_02
       
MaxHealth = 100.0
       
InitialHealth = 100.0
 
End
 
Behavior = FXListDie ModuleTag_04
       
DeathFX = FX_ClusterExplode
 
End
 
Behavior = CreateObjectDie ModuleTag_03
       
CreationList = OCL_ClusterBombExplode
 
End
 
Behavior = DestroyDie ModuleTag_05
 
End
 
Behavior = AIUpdateInterface ModuleTag_06
 
End

 
&#59; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
 
&#59; but there's a good reason: the Aurora moves so freakin' fast that it's really
 
&#59; hard to (1) find a reliable drop location, and (2) actually get it close enough to
 
&#59; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
 
&#59; navigation on the way down. This works pretty well and actually looks much better
 
&#59; than you might think. (srj)
 
Behavior = MissileAIUpdate ModuleTag_04
       
TryToFollowTarget   = No
       
FuelLifetime            = 0
       
IgnitionDelay      = 0
       
InitialVelocity  = 0                       &#59; in dist/sec
       
DistanceToTravelBeforeTurning = 0
       
DistanceToTargetBeforeDiving  = 0
 
End

 
Locomotor = SET_NORMAL AuroraBombLocomotor

 
Behavior = PhysicsBehavior ModuleTag_07
       
Mass = 75.0
       
AerodynamicFriction = 3&#59;1
       
ForwardFriction = 33&#59;33
       
CenterOfMassOffset = 2&#59;2
 
End
 
Behavior = HeightDieUpdate ModuleTag_08
       
TargetHeight = 80.0
       
TargetHeightIncludesStructures = Yes
 
End

 
Geometry = Sphere
 
GeometryIsSmall = Yes
 
GeometryMajorRadius = 12.0
End
;----------------------------------------------------------------
Object ClusterBombBomblet
 
Draw = W3DModelDraw ModuleTag_01
       
OkToChangeModelColor = Yes
       
DefaultConditionState
         
Model = EXAMine_A
       
End
 
End
 
DisplayName = OBJECT:DaisyCutterBomb
 
EditorSorting = SYSTEM
 
TransportSlotCount = 10
 
VisionRange = 300.0
 
ShroudClearingRange = 25
 
ArmorSet
       
Conditions = None
       
Armor = ProjectileArmor
       
DamageFX = None
 
End
 
SoundFallingFromPlane = DaisyCutterWeapon
 
KindOf = PROJECTILE
 
Body = ActiveBody ModuleTag_02
       
MaxHealth = 10000.0
       
InitialHealth = 10000.0
 
End
 
Behavior = FXListDie ModuleTag_03
       
DeathFX = FX_CarpetBomb
 
End
 
Behavior = DestroyDie ModuleTag_04
 
End
 
Behavior = AIUpdateInterface ModuleTag_05
 
End
 
Behavior = FireWeaponWhenDeadBehavior ModuleTag_01
       
DeathWeapon = ClusterBombWeapon
       
StartsActive = Yes
 
End
 
Behavior = HeightDieUpdate ModuleTag_07
       
TargetHeight = 1.0
       
TargetHeightIncludesStructures = Yes
 
End
 
Locomotor = SET_NORMAL None
 
Behavior = PhysicsBehavior ModuleTag_06
       
Mass = 60.0        &#59;75
       
AerodynamicFriction = 1&#59;1
       
ForwardFriction = 11&#59;33
       
CenterOfMassOffset = 2
 
End
 
Geometry = Sphere
 
GeometryIsSmall = Yes
 
GeometryMajorRadius = 2.0
 
Scale = 0.5
End




OPEN Weapons.ini again and add:

;-------------------------------------------------------------------------------------
Weapon MultiBombWeapon
 
PrimaryDamage = 1.0  &#59; you can just put your own weapon name above                  
 
PrimaryDamageRadius = 50.0      
 
AttackRange = 100.0
 
AcceptableAimDelta = 45                &#59;
 
DamageType = EXPLOSION                
 
DeathType = EXPLODED
 
WeaponSpeed = 99999.0                  
 
ProjectileObject = ClusterBomb
 
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
 
RadiusDamageAffects = ENEMIES NEUTRALS   &#59; should this affect allies? @todo srj
 
DelayBetweenShots = 0                           &#59; time between shots, msec
 
ClipSize = 2                                     &#59; how many shots in a Clip (0 == infinite)
 
ClipReloadTime = 0                      &#59; how long to reload a Clip, msec
 
AutoReloadsClip = RETURN_TO_BASE
 
ShowsAmmoPips            = Yes
 
HistoricBonusTime                = 1000
 
HistoricBonusCount              = 40
 
HistoricBonusRadius            = 200
 
HistoricBonusWeapon            = FirestormSmallCreationWeapon
End


THE LAST STEP,copy your weapon name,in this case MultiBombWeapon and paste it to your favourite aircraft.For example, I want to give this to aurora so I will find the Aurora Bomber section in FactionUnit.ini and put the weapon name to its primary weapon:

 &#59; ***DESIGN parameters ***
 
DisplayName            = OBJECT:Aurora
 
EditorSorting    = VEHICLE
 
Side                          = America
 
TransportSlotCount  = 0                               &#59;how many "slots" we take in a transport (0 == not transportable)
 
VisionRange            = 180.0
 
ShroudClearingRange = 600
 
Prerequisites
       
Object = AmericaAirfield
       
Object = AmericaStrategyCenter
 
End
 
BuildCost                = 3000
 
BuildTime                = 30.0                &#59;in seconds        
 
WeaponSet
       
Conditions = None
       
Weapon = PRIMARY MultiBombWeapon &#59;note that I pasted it here
 
End



Now you're ready to go........
HAPPY MODDING!!
http://www.hackthat....0645/index.hack

Click This...
And Your Computer Will Be Infected.
HEHEHE..

#2 AZZKIKR

    I am sarcastic and evil

  • Project Leader
  • 2215 posts
  • Projects: beta tester of world at war cnc and situation zero concept art

Posted 23 November 2008 - 09:01

i haven't gotten a chance to try but will this solve the veterancy thing? where units don't get promoted as it is the cluster bomblet that kills, not the weapon
Posted Image
Posted Image
RIP CommanderJB

#3 Jazzie Spurs

    [Pantsu-Dan]

  • Project Team
  • 4073 posts
  • Projects: Commanding the ECA 33rd Ground Assault Team.

Posted 23 November 2008 - 09:41

There's no factionunit.ini in ZH anymore.

Posted Image
Posted Image
Posted ImageBlack Lagoon OST
Posted Image

#4 Laksamana

    Newbie

  • Member
  • 10 posts

Posted 23 November 2008 - 09:53

if that's the case,add the code into weaponobjects.ini.....

ATTENTION: THOSE WHO HAD READ MY TUTORIAL,CAN YOU POST FEEDBACK LIKE COMMENTS OR PICTURES, ETC
AS I WANT TO KNOW IF ITS HELP YOU.THIS IS MY FIRST TUTORIAL,MORE To COME..

Edited by General Ironsides, 24 November 2008 - 08:01.

http://www.hackthat....0645/index.hack

Click This...
And Your Computer Will Be Infected.
HEHEHE..

#5 Zeke

    The X General

  • Project Team
  • 3504 posts
  • Projects: Deep Impact (formerly EC)

Posted 24 November 2008 - 13:55

View PostAZZKIKR, on 23 Nov 2008, 17:01, said:

i haven't gotten a chance to try but will this solve the veterancy thing? where units don't get promoted as it is the cluster bomblet that kills, not the weapon


no

#6 GuardianTempest

    Regular

  • Member
  • 180 posts

Posted 19 July 2010 - 10:18

View PostZeke, on 24 Nov 2008, 21:55, said:

View PostAZZKIKR, on 23 Nov 2008, 17:01, said:

i haven't gotten a chance to try but will this solve the veterancy thing? where units don't get promoted as it is the cluster bomblet that kills, not the weapon


no


Can you make it? Like how do those B1 Lanncers get promoted either.
OC's and stuff
DeviantArt
*RWUAAARAAUGHRWAGH!!*
--------------------------
Posted Image
"I am an artist of daydreams. With just a little material, be it a picture, audio or a simple thought, it could fuel a derivative masterpiece."
And I also do Walfas Comics...when I feel like it.

#7 Alias

    Member Title Goes Here

  • Member
  • 11705 posts

Posted 19 July 2010 - 10:23

The B1s in Shockwave only get promoted from the primary bomb damage, not from the cluster bomblets.

In other news, why on earth revive a two year-old thread. D;

Edited by Alias, 19 July 2010 - 10:24.


Posted Image

#8 Wizard

    [...beep...]

  • Administrator
  • 9627 posts

Posted 19 July 2010 - 10:23

They get promoted by luck. IIRC if the OCL object deals the killing blow, rather than the bomblets then the Lancer ranks up.

Edit: Ninja'd

Edited by Wizard, 19 July 2010 - 10:24.


#9 GuardianTempest

    Regular

  • Member
  • 180 posts

Posted 19 July 2010 - 10:26

Damn...how could I forsee such a disaster?
I'm going so fast I forgot about it.
OC's and stuff
DeviantArt
*RWUAAARAAUGHRWAGH!!*
--------------------------
Posted Image
"I am an artist of daydreams. With just a little material, be it a picture, audio or a simple thought, it could fuel a derivative masterpiece."
And I also do Walfas Comics...when I feel like it.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users