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;this is the quantity of the bomblets
Disposition = SEND_IT_FLYING
DispositionIntensity = 120;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 ; should this affect allies? @todo srj
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; 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
; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL AuroraBombLocomotor
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 3;1
ForwardFriction = 33;33
CenterOfMassOffset = 2;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 ;75
AerodynamicFriction = 1;1
ForwardFriction = 11;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 ; you can just put your own weapon name above
PrimaryDamageRadius = 50.0
AttackRange = 100.0
AcceptableAimDelta = 45 ;
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = ClusterBomb
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
RadiusDamageAffects = ENEMIES NEUTRALS ; should this affect allies? @todo srj
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 2 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; 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:
; ***DESIGN parameters ***
DisplayName = OBJECT:Aurora
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;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 ;in seconds
WeaponSet
Conditions = None
Weapon = PRIMARY MultiBombWeapon ;note that I pasted it here
End
Now you're ready to go........
HAPPY MODDING!!