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b52 Bomb dont detonate on impact!!!


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#1 Admiral

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Posted 06 December 2012 - 01:37

Could anyone check this code for me to see if I missed anything. Used to be a bomb dropped from b52 and detonate on ground, it worked a week ago, but something is wrong because bomb just land on ground and do nothing and game freezes and crashes. HELP needed.










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 Zeke

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Posted 06 December 2012 - 01:43

Remove the slow death bahaviors, they're conflicting with your height die updates.

#3 Admiral

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Posted 07 December 2012 - 01:04

I altered some stuff: now it detonates but keeps on detonating constantly with 2 seconds interval. Here are the codes, could you check this for me to se what errors I might have done. I used the ProjectiledetonationFx in Weapon.ini instead of slowdeathbehavior in weaponobject. I am not sure about the missileaiupdate: Killselfdelay and detonatecallskill. I amnot sure about heightdieupdate: Initialdelay? I also posted the weapon.ini codes, they need an experts eye too. Need some expert help.

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 Zeke

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Posted 07 December 2012 - 05:48

You have 2 ai updates, there should only be one. Plus you have a height die and a destroy die

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 Admiral

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Posted 07 December 2012 - 06:17

I want the b52 to drop a bomb which explodes in heightdie update. It is a advanced DaisyCutter specialpower. I have to choose either AIupdateinterface or missileAIupdate? Correct. Which is the best for this bomb type? I tried to to ignore the Destroydie module but the bomb was shown as 2 bombs on ground and keeps exploding on ground.

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 Zeke

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Posted 07 December 2012 - 08:18

For detonation weapons you use FireFX as the weapon technically doesn't have a target and just fires at it's current location. They don't need a projectile object either.

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 Admiral

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Posted 07 December 2012 - 18:29

Now it is working, but it keeps detonating with a few seconds interval, at the targeted area? Help.

Thx.

Edited by Admiral, 07 December 2012 - 18:30.


#8 Zeke

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Posted 08 December 2012 - 09:54

Can't tell you much without seeing your codes.

#9 Admiral

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Posted 09 December 2012 - 01:11

It works now, detonates on impact and Fx is fine. But there is 1 thing I cant get to work and that is to blow up the GLA holes as well. I Tried everything, but I think I need an experts eyes on this.

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 Admiral

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Posted 10 December 2012 - 19:10

Need serious help. I want this bomb to destroy GLA HOLES too. It detonates and works fine but cannot get it to destroy GLA holes. I tried to edit but still no luck. I enclose the codes. If anyone can help it would be much appreciated.


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 n5p29

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Posted 11 December 2012 - 06:02

View PostAdmiral, on 10 December 2012 - 19:10, said:

Behavior = SlowDeathBehavior ModuleTag_278
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.

#12 Stalker

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Posted 11 December 2012 - 08:22

Maybe try this:

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
Posted Image

#13 Zeke

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Posted 11 December 2012 - 09:34

The second bomb isn't coded in :/



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