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Offline smokezalot16  
#1 Posted : Thursday, January 19, 2017 5:49:35 PM(UTC)
smokezalot16
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Joined: 6/29/2016(UTC)
Posts: 35

Thanks: 3 times
Was thanked: 1 time(s) in 1 post(s)
Trying to Make this controllable B1-b drop carpet bomb nukes . All it does is go over the target and chuck them out around the target area . heres the weapon .ini im using

Weapon B3NukeBomb
PrimaryDamage = 400.0
PrimaryDamageRadius = 100.0
ScatterRadius = 50.0
AttackRange = 100.0
AcceptableAimDelta = 45
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = B3NuclearBomb
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 25000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = Yes
ProjectileCollidesWith = STRUCTURES
ShockWaveAmount = 600.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 100.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End

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

And Here Is The Bomber unit its self object .ini that I am trying to Make drop Nuclear Carpets -



Object B-1bBomber

; *** ART Parameters ***
SelectPortrait = b1bomber
ButtonImage = b1bomber

UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = B-1clpn
Animation = B-1clpn.B-1clpn
AnimationMode = ONCE
WeaponLaunchBone = PRIMARY WeaponA
End

ConditionState = ATTACKING
Model = B-1b
Animation = B-1B.B-1B
AnimationMode = ONCE
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
; ShowSubObject = BurnerFX03 BurnerFX04
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Blackbird
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400.0
Prerequisites
Object = AirF_AmericaStrategyCenter
End
WeaponSet
Conditions = None
Weapon = PRIMARY B3NukeBomb
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End

BuildCost = 3200
BuildTime = 30.0 ;in seconds
ExperienceValue = 100 100 200 300 ;Experience point value at each level
ExperienceRequired = 0 300 500 800 ; Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaJetStealthFighterCommandSet

; *** AUDIO Parameters ***
VoiceSelect = StealthFighterVoiceSelect
VoiceMove = StealthFighterVoiceMove
VoiceAttack = StealthFighterVoiceAttack
VoiceAttackAir = StealthFighterVoiceAttackAir
VoiceGuard = StealthFighterVoiceAirPatrol
SoundAmbient = StealthFighterAmbientLoop
SoundAmbientRubble = NoSound
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
UnitSpecificSounds
VoiceCreate = StealthFighterVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = AuroraBomberVoiceLowFuel
VoiceGarrison = StealthFighterVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = LOCAL_UNIT_ONLY
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 160.0
InitialHealth = 160.0
End

Behavior = JetSlowDeathBehavior ModuleTag_03
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_StealthFighterDeathInitial
;OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
;OCLSecondary = None
FXHitGround = FX_JetDeathHitGround
;OCLHitGround = None
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_04
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

Behavior = JetAIUpdate ModuleTag_06
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
LockonTime = 1000
LockonCursor = LockonCursor
LockonBlinky = No
LockonAngleSpin = 1000
LockonInitialDist = 450
LockonFreq = 1000
End


Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = StealthUpdate ModuleTag_09
StealthDelay = 1500 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
; not currently used... but maybe someday? (srj)
;RevealDistanceFromTarget = 0.0f
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 2 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 50% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Locomotor = SET_NORMAL B-1bLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_22
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End


Geometry = Box
Scale =0.8
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

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

Any Idea what im doing wrong here? - appreciate any help . thanks.
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Offline Annihilationzh  
#2 Posted : Thursday, January 19, 2017 6:27:09 PM(UTC)
Annihilationzh
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Joined: 8/2/2008(UTC)
Posts: 1,779
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I'm not exactly sure what the issue is that you're having, but I'm guessing it's that it doesn't drop the bombs in a line? You need a locomotor with low turning speed for that.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline smokezalot16  
#3 Posted : Thursday, January 19, 2017 6:43:27 PM(UTC)
smokezalot16
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Joined: 6/29/2016(UTC)
Posts: 35

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Heres the locomotives for the Delivery Aircraft -

Locomotor B-1bLocomotor
Surfaces = AIR
Speed = 180 ; in dist/sec
SpeedDamaged = 100 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 40 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 110 ; in dist/(sec^2)
AccelerationDamaged = 90 ; in dist/(sec^2)
Lift = 100 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 8 ; in dist/(sec^2)
MinTurnSpeed = 120 ; in dist/sec
PreferredHeight = 200
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 250 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS

PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End

;------------------------------------------------------------------------------
Offline smokezalot16  
#4 Posted : Monday, January 23, 2017 8:07:12 AM(UTC)
smokezalot16
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Joined: 6/29/2016(UTC)
Posts: 35

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Sort of figured it out . Its in the weapon object ini - its the locomotor command , have to set it to freefall and in the weapon .ini need to set range to 100 , give it a delay between shots like 250 or 500, 250= 1/4 of a sec 500 1/2 ect.. also you need weaponclip i'd recommend at 4 to 6 at the least . hope what i found out can help - thank you
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