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


How Add The Tomahawk Storm
Started By Jazzie Spurs, Sep 07 2006 09:26
8 replies to this topic
#2
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??

Ask me questions about audio technical matters or DAWs!

Ask me questions about audio technical matters or DAWs!
#4
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.
#7
Posted 24 October 2006 - 00:13
im a beginner and i dont even know what to pupt it under?
They will rule
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If there was no tomorrow, would you regret today? Nebula, by Myopia

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the only place you'll never need to go< my website SIGN THE GUEST BOOK
If there was no tomorrow, would you regret today? Nebula, by Myopia
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