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How Add The Tomahawk Storm


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#1 Jazzie Spurs

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Posted 07 September 2006 - 09:26

;-----------------------------------------------------------------------------
SpecialPower SuperweaponTomahawkStorm
Enum = SPECIAL_SCUD_STORM
ReloadTime = 50000 ; in milliseconds. min is 2x door/open close time!
InitiateSound = ScudStormInitiated
PublicTimer = No
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 150 ; align with ObjectCreationList.ini's DeliveryDecalRadius
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_TomahawkStorm
Attack
WeaponSlot = PRIMARY
NumberOfShots = 9
DeliveryDecalRadius = 150 ; align with SpecialPower.ini's RadiusCursorRadius
DeliveryDecal
Texture = SCCArtilleryBarrage_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:67 G:33 B:255 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

;------------------------------------------------------------------------------
Weapon TomahawkStormDamageWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 30.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 50.0
AttackRange = 200.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 600 ; dist/sec
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
End

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

;------------------------------------------------------------------------------
Object TomahawkStormMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End

End

; ***DESIGN parameters ***
KindOf = PROJECTILE ;BALLISTIC_MISSILE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
; SoundFallingFromPlane = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 10000.0
InitialHealth = 10000.0
End

Behavior = PhysicsBehavior ModuleTag_03
Mass = 500.0
End

Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0 ; zero is infinite
InitialVelocity = 0 ; in dist/sec
IgnitionFX = FX_TomahawkIgnition
DistanceToTravelBeforeTurning = 500
DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight.
End
Locomotor = SET_NORMAL SCUDStormMissileLocomotor

Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 10.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

Behavior = DestroyDie ModuleTag_06
;nothing
End

Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = SuperweaponTomahawkStorm
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
DeathWeapon = TomahawkStormDamageWeapon
StartsActive = Yes
End

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 2.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

End


;------------------------------------------------------------------------------
Weapon TomahawkStormWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 999999 ; not used for this weapon (it's "special")
DamageType = EXPLOSION ; not used for this weapon (it's "special")
DeathType = EXPLODED
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = TomahawkStormMissile
ProjectileExhaust = TomahawkMissileExhaust
FireFX = FX_TomahawkIgnition
FireSound = TomahawkWeapon
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = Min:100 Max:1000
ClipSize = 18;9
ClipReloadTime = 10;000 ; give it time to sink into the ground
AutoReloadsClip = Yes
ScatterRadius = 130;changed to zero, unless you want to soften the results of the table below

PreAttackDelay = 3;000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
AcceptableAimDelta = 180 ; Don't need to turn at all.

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End

;-----------------------------------------------------------------------
;------------------------------------------------------------------------------
Object AmericaTomahawkStorm

; *** ART Parameters ***
SelectPortrait = SAToHkStm_L
ButtonImage = SAToHkStm
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

; day
ConditionState = NONE ; lying around
Model = ABTmHkStmSW_A1
Animation = ABTmHkStmSW_A1.ABTmHkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY MISSILE
ShowSubObject = MISSILE01 MISSILE02 MISSILE03 MISSILE04 MISSILE05 MISSILE06 MISSILE07 MISSILE08 MISSILE09
TransitionKey = Trans_READY

End

TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up
Model = ABTmHkStmSW_A1
Animation = ABTmHkStmSW_A1.ABTmHkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY MISSILE
End

ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot
Model = ABTmHkStmSW_A2
Animation = ABTmHkStmSW_A2.ABTmHkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY MISSILE
TransitionKey = Trans_ATTACKING

End
AliasConditionState = ATTACKING FIRING_A
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A

TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people
Model = ABTmHkStmSW_A3
Animation = ABTmHkStmSW_A3.ABTmHkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABTmHkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABTmHkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABTmHkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

;-------------------------------------------------------------------------------------------------------------------------
; day
ConditionState = DAMAGED
Model = ABTmHkStmSW_DA1
Animation = ABTmHkStmSW_DA1.ABTmHkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY MISSILE
ShowSubObject = MISSILE01 MISSILE02 MISSILE03 MISSILE04 MISSILE05 MISSILE06 MISSILE07 MISSILE08 MISSILE09
TransitionKey = Trans_READY_DAMAGED

End

TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
Model = ABTmHkStmSW_DA1
Animation = ABTmHkStmSW_DA1.ABTmHkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY MISSILE

End

ConditionState = ATTACKING DAMAGED
Model = ABTmHkStmSW_DA2
Animation = ABTmHkStmSW_DA2.ABTmHkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY MISSILE
TransitionKey = Trans_ATTACKING_DAMAGED

End
AliasConditionState = ATTACKING FIRING_A DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED

TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
Model = ABTmHkStmSW_DA3
Animation = ABTmHkStmSW_DA3.ABTmHkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

End

;-------------------------------------------------------------------------------------------------------------------------
ConditionState = REALLYDAMAGED RUBBLE
Model = ABTmHkStmSW_EA1
Animation = ABTmHkStmSW_EA1.ABTmHkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY MISSILE
ShowSubObject = MISSILE01 MISSILE02 MISSILE03 MISSILE04 MISSILE05 MISSILE06 MISSILE07 MISSILE08 MISSILE09
TransitionKey = Trans_READY_REALLYDAMAGED

End

TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
Model = ABTmHkStmSW_EA1
Animation = ABTmHkStmSW_EA1.ABTmHkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY MISSILE

End

ConditionState = ATTACKING REALLYDAMAGED RUBBLE
Model = ABTmHkStmSW_EA2
Animation = ABTmHkStmSW_EA2.ABTmHkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY MISSILE
TransitionKey = Trans_ATTACKING_REALLYDAMAGED

End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE

TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
Model = ABTmHkStmSW_EA3
Animation = ABTmHkStmSW_EA3.ABTmHkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

End

ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
End

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

; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End

ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End

TransitionState = DOWN_DEFAULT UP_DAY
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End

TransitionState = UP_DAY DOWN_DEFAULT
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End


End

; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End

ConditionState = PARTIALLY_CONSTRUCTED
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End

TransitionState = DOWN_DEFAULT UP_DAY
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End

TransitionState = UP_DAY DOWN_DEFAULT
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End

End

PlacementViewAngle = -45

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkStorm
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaStrategyCenter
End
BuildCost = 5000
BuildTime = 30.0 ; in seconds
EnergyProduction = -5
CommandSet = AmericaTomahawkStormCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different.
; Using same value? Then use KINDOF_REVEAL_TO_ALL instead!
WeaponSet
Conditions = None
Weapon = PRIMARY TomahawkStormWeapon
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400 ; Experience point value at each level
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType

; *** AUDIO Parameters ***
VoiceSelect = ScudStormSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON
Body = StructureBody ModuleTag_07
MaxHealth = 4000.0
InitialHealth = 4000.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 4200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End

Behavior = AIUpdateInterface ModuleTag_09
End

Behavior = OCLSpecialPower ModuleTag_10
SpecialPowerTemplate = SuperweaponTomahawkStorm
OCL = SUPERWEAPON_TomahawkStorm
End
Behavior = SpecialPowerCreate ModuleTag_11
;nothing
End

Behavior = DestroyDie ModuleTag_12
;nothing
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_ABPowerPlantExplode
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureMediumDeath
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = RadiusDecalUpdate ModuleTag_17
; nothing
End

Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Behavior = FXListDie ModuleTag_19
DeathFX = FX_BuildingDie
End

Geometry = BOX
GeometryMajorRadius = 71.0
GeometryMinorRadius = 67.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End

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#2 Mathias

    we dont need i to c

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Posted 07 September 2006 - 09:33

This is hardly a tutorial, this is just the raw data to be pasted into the .ini files. You should at the very least include some instructions.
Lifes a shit.. deal w/ it..its impossible to have a good day wow fuck this gay earth much??
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#3 Prophet of the Pimps

    Masters of Booty Strike Force

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Posted 07 September 2006 - 18:01

and from what i saw this is basically the scud strom codes fixed up with the tomahawk strom.

Problem with that is that the building doesn't consume any power and even if the power is taken out it is still functioning.
Never underestimate a Resourceful Idiot
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#4 Jordan

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Posted 10 September 2006 - 04:37

It doesn't go through any steps, doesn't tell where to put the text, and isn't wrapped in code tags for easier viewing.
C&C Crazy Mod Version 0.55
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#5 Slightly Wonky Robob

    Not a Wonky Gent.

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Posted 10 September 2006 - 18:05

the tutorials in this section are hard to follow at the best of times (espically for beginners), this is just impossible to follow :D
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#6 Prophet of the Pimps

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Posted 10 September 2006 - 18:12

removed out of the tut section.
Never underestimate a Resourceful Idiot
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#7 BlackBob

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Posted 24 October 2006 - 00:13

im a beginner and i dont even know what to pupt it under?
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#8 Rafał

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Posted 13 April 2008 - 20:53

can you add the commandbutton and commandset ?
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#9 Slye_Fox

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Posted 13 April 2008 - 21:37

necro much?

this topic is 2 years old.
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