b52 Bomb dont detonate on impact!!!
#1
Posted 06 December 2012 - 01:37
Object HydrogenBunkerBuster
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DaisyCutterBomb
EditorSorting = SYSTEM
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_05
;nothing
End
Behavior = AIUpdateInterface ModuleTag_06
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 25.0
TargetHeightIncludesStructures = Yes
End
Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponB-52BunkerBusterBomb
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_145
DeathWeapon = DaisyCutterDetonationWeapon2
StartsActive = Yes
End
Behavior = SlowDeathBehavior ModuleTag_78
DestructionDelay = 1000
DestructionDelayVariance = 100
FX = INITIAL FX_NewDaisyExplosion
Weapon = INITIAL DaisyCutterDetonationWeapon2
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 12.0
End
;------------------------------------------------------------------------------
Object HydrogenBunkerBusterGas
; *** ART Parameters ***
; Draw = W3DModelDraw
;; ConditionState = NONE
; Model = PMDumpst04
; End
; End
; *** DESIGN Parameters ***
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
Body = ActiveBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = PhysicsBehavior ModuleTag_02
Mass = 150.0
AerodynamicFriction = 7 ; this is now friction-per-sec
ForwardFriction = 200 ; this is now friction-per-sec
End
Behavior = HeightDieUpdate ModuleTag_03
TargetHeight = 40.0
TargetHeightIncludesStructures = Yes
DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_301
DeathWeapon = DaisyCutterDetonationWeapon2
StartsActive = Yes
End
Behavior = SlowDeathBehavior ModuleTag_78
DestructionDelay = 1000
DestructionDelayVariance = 100
FX = INITIAL FX_NewDaisyExplosion
Weapon = INITIAL DaisyCutterDetonationWeapon2
End
End
;----------------------------B-52BunkerBusterBombStart--------------------------------------------------
Weapon DaisyCutterDetonationWeapon2
PrimaryDamage = 2500.0
PrimaryDamageRadius = 300.0
AttackRange = 100.0
ShockWaveAmount = 300.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic
ShockWaveRadius = 300.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.5 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
ProjectileObject = HydrogenBunkerBuster
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
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
End
#2
Posted 06 December 2012 - 01:43
#3
Posted 07 December 2012 - 01:04
Thanks in advance.
;----------------------------B-52BunkerBusterBombStart---------------------------
Object HydrogenBunkerBuster
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DaisyCutterBomb
EditorSorting = SYSTEM
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_05
;nothing
End
;Behavior = AIUpdateInterface ModuleTag_06
;End
Behavior = MissileAIUpdate ModuleTag_082
TryToFollowTarget = No
FuelLifetime = 0
InitialVelocity = 0 ; in dist/sec
IgnitionDelay = 0
;IgnitionFX = FX_JetMissileIgnition
KillSelfDelay = 2500 ;Five seconds of crash bang crunch before we actually detonate
DetonateCallsKill = Yes
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 25.0
TargetHeightIncludesStructures = Yes
InitialDelay = 2500
End
Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponB-52BunkerBusterBomb
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_145
DeathWeapon = DaisyCutterDetonationWeapon2
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_316
DeathWeapon = DaisyCutterFlameWeapon2
StartsActive = Yes
End
;Behavior = SlowDeathBehavior ModuleTag_78
;DestructionDelay = 2500
;DestructionDelayVariance = 100
;FX = INITIAL FX_NewDaisyExplosion
;Weapon = INITIAL DaisyCutterDetonationWeapon2
;End
Behavior = BunkerBusterBehavior ModuleTag_04
UpgradeRequired = Upgrade_AmericaBunkerBusters
DetonationFX = FX_BunkerBusterExplosion ; the big detonation kaboom at the bottom
CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact ; the crash bang crunch FX on the way through the bunker ceiling
CrashThroughBunkerFXFrequency = 571 ; msec... how often to play the crash bang crunch FX on the way through the bunker ceiling
SeismicEffectRadius = 300
SeismicEffectMagnitude = 15
ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall
OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 12.0
End
;------------------------------------------------------------------------------
Object HydrogenBunkerBusterGas
; *** ART Parameters ***
; Draw = W3DModelDraw
;; ConditionState = NONE
; Model = PMDumpst04
; End
; End
; *** DESIGN Parameters ***
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
Body = ActiveBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = PhysicsBehavior ModuleTag_02
Mass = 150.0
AerodynamicFriction = 7 ; this is now friction-per-sec
ForwardFriction = 200 ; this is now friction-per-sec
End
Behavior = HeightDieUpdate ModuleTag_03
TargetHeight = 40.0
TargetHeightIncludesStructures = Yes
DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this
End
;Behavior = SlowDeathBehavior ModuleTag_78
;DestructionDelay = 2500
;DestructionDelayVariance = 100
;FX = INITIAL FX_NewDaisyExplosion
;Weapon = INITIAL DaisyCutterDetonationWeapon2
;End
End
;----------------------------B-52BunkerBusterBombStart--------------------------------------------------
Weapon DaisyCutterDetonationWeapon2
PrimaryDamage = 2500.0
PrimaryDamageRadius = 300.0
AttackRange = 100.0
ShockWaveAmount = 300.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic
ShockWaveRadius = 300.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.5 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
ProjectileObject = HydrogenBunkerBuster
ProjectileDetonationFX = FX_NewDaisyExplosion
DamageType = AURORA_BOMB ;EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
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
End
;------------------------------------------------------------------------------
Weapon DaisyCutterFlameWeapon2
PrimaryDamage = 50.0 ; Just a spot of flame to light trees on fire
PrimaryDamageRadius = 175.0
AttackRange = 100.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 99999.0
ProjectileObject = HydrogenBunkerBusterGas
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
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
End
#4
Posted 07 December 2012 - 05:48
What is this bomb supposed to do anyway? Is this supposed to be for a unit, or a gen power?
Edited by Zeke, 07 December 2012 - 05:49.
#5
Posted 07 December 2012 - 06:17
In weapon.ini what should I use: ProjectileDetonationFx or the FireFx. for the newdaisycutter explosion fx.
Thx.
Edited by Admiral, 07 December 2012 - 06:19.
#6
Posted 07 December 2012 - 08:18
the MOAB uses the standard AI update. Missile AI would probably not work as the bomb is technically not fired, it's just spawned in by the special power OCL.
Also, what's with the bunker buster stuff? I don't think bunker buster code will work for generals power bombs.
If you simply want a bomb that kills GLA holes, just give the main bomb a death OCL that spawns another invisible bomb. (check the SupW_AuroraFuelAirBomb to see what I mean)
Edited by Zeke, 07 December 2012 - 08:34.
#7
Posted 07 December 2012 - 18:29
Thx.
Edited by Admiral, 07 December 2012 - 18:30.
#8
Posted 08 December 2012 - 09:54
#9
Posted 09 December 2012 - 01:11
Thx.
;----------------------------B-52BunkerBusterBombStart--------------------------------------------------
Weapon DaisyCutterDetonationWeapon2
PrimaryDamage = 2000.0
PrimaryDamageRadius = 300.0
AttackRange = 100.0
ShockWaveAmount = 200.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic
ShockWaveRadius = 300.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.35 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
FireFX = FX_NewDaisyExplosion
ProjectileObject = NONE
DamageType = AURORA_BOMB ;EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
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
End
;------------------------------------------------------------------------------
Weapon DaisyCutterFlameWeapon2
PrimaryDamage = 50.0 ; Just a spot of flame to light trees on fire
PrimaryDamageRadius = 175.0
AttackRange = 100.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
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
End
;----------------------------B-52BunkerBusterBombStart---------------------------
Object HydrogenBunkerBuster
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DaisyCutterBomb
EditorSorting = SYSTEM
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
;Behavior = CreateObjectDie ModuleTag_108
;CreationList = HydrogenB-52BunkerBusterGas
;End
Behavior = DestroyDie ModuleTag_05
;nothing
End
Behavior = AIUpdateInterface ModuleTag_06
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 3 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 50.0
TargetHeightIncludesStructures = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_138
DeathWeapon = DaisyCutterDetonationWeapon2
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_075
DeathWeapon = DaisyCutterFlameWeapon
StartsActive = Yes
End
Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponB-52BunkerBusterBomb
End
;Behavior = SlowDeathBehavior ModuleTag_278
;DestructionDelay = 2500
;DestructionDelayVariance = 100
;FX = INITIAL FX_NewDaisyExplosion
;Weapon = INITIAL DaisyCutterDetonationWeapon2
;Weapon = FINAL DaisyCutterFlameWeapon2
;End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 12.0
End
;------------------------------------------------------------------------------
Object HydrogenBunkerBusterGas
; *** ART Parameters ***
; Draw = W3DModelDraw
;; ConditionState = NONE
; Model = PMDumpst04
; End
; End
; *** DESIGN Parameters ***
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
Body = ActiveBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = PhysicsBehavior ModuleTag_02
Mass = 150.0
AerodynamicFriction = 7 ; this is now friction-per-sec
ForwardFriction = 200 ; this is now friction-per-sec
End
Behavior = HeightDieUpdate ModuleTag_03
TargetHeight = 40.0
TargetHeightIncludesStructures = Yes
DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this
End
Behavior = SlowDeathBehavior ModuleTag_84
DestructionDelay = 2500
DestructionDelayVariance = 100
FX = INITIAL FX_NewDaisyExplosion
Weapon = INITIAL DaisyCutterDetonationWeapon2
Weapon = FINAL DaisyCutterFlameWeapon2
End
End
Edited by Admiral, 09 December 2012 - 01:15.
#10
Posted 10 December 2012 - 19:10
Object HydrogenBunkerBuster
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DaisyCutterBomb
EditorSorting = SYSTEM
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
;Behavior = CreateObjectDie ModuleTag_108
;CreationList = HydrogenB-52BunkerBusterGas
;End
;Behavior = DestroyDie ModuleTag_05 EDITED!!!!!!!!!!!!!!!!!
;nothing
;End
Behavior = AIUpdateInterface ModuleTag_06
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 3 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 50.0
TargetHeightIncludesStructures = Yes
End
Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponB-52BunkerBusterBomb
End
Behavior = SlowDeathBehavior ModuleTag_278
DestructionDelay = 200
DestructionDelayVariance = 100
FX = INITIAL FX_NewDaisyExplosion
Weapon = INITIAL DaisyCutterDetonationWeapon2
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 12.0
End
Weapon DaisyCutterDetonationWeapon2
PrimaryDamage = 2000.0
PrimaryDamageRadius = 300.0
AttackRange = 100.0
ShockWaveAmount = 200.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic
ShockWaveRadius = 300.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.35 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
ProjectileObject = NONE
DamageType = AURORA_BOMB ;EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
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
End
#11
Posted 11 December 2012 - 06:02
Admiral, on 10 December 2012 - 19:10, said:
DestructionDelay = 200
DestructionDelayVariance = 100
FX = INITIAL FX_NewDaisyExplosion
Weapon = INITIAL DaisyCutterDetonationWeapon2
End
all I see it only do damage once. of course the hole will not damaged.
NProject Mod -- Recolonize -- Tidal Wars
#12
Posted 11 December 2012 - 08:22
Behavior = SlowDeathBehavior ModuleTag_278
DestructionDelay = 200
DestructionDelayVariance = 100
FX = INITIAL FX_NewDaisyExplosion
Weapon = INITIAL DaisyCutterDetonationWeapon2
Weapon = FINAL DaisyCutterDetonationWeapon3 ;Add a new weapon here, that deals enough damage to destroy those GLA-Holes
End
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