Private Joined: 6/29/2016(UTC) Posts: 35
Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
|
How do i make this type of nuke have a radius the size of a regular nuclear missile launched by a normal chinese Super Weapon? I like the effects of this nuke , just not the MAJOR Blast and damage radius. Please Help. here is the current object weapon.ini for the massive nuke that i want to scale down a bit.--
Object NeutronMissilexxx
; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End Scale = 0.6
; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End
; *** AUDIO Parameters *** SoundMoveStart = Cin_ScudMissileIncoming;ScudStormIncomingWhistle SoundMoveStart = Cin_ScudMissileIncoming SoundMoveStartDamaged = Cin_ScudMissileIncoming SoundAmbient = Cin_ScudMissileIncoming
; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End
Behavior = NeutronMissileUpdate ModuleTag_03 DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 500 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End
Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 100.0 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 = SpecialPowerCompletionDie ModuleTag_05 SpecialPowerTemplate = SuperweaponNeutronMissilexxx End
; Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 ; DestructionDelay = 3501 ; ScorchMarkSize = 1200 ;FXList = FX_NukeBig
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 ;xxx DestructionDelay = 3501 ScorchMarkSize = 800 FXList = FX_NukeEmEx ; Blast1Enabled = Yes Blast1Delay = 290 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 45 ;50.0 ;objects inside this get the full damage Blast1OuterRadius = 3600 ;1300.0 ;objects inside this get some of the full damage Blast1MaxDamage = 1900.0 ;1200 ;damage within inner radius of blast Blast1MinDamage = 200.0 ;100 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 90.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 2900 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 80.0 ;objects inside this get the full damage Blast2OuterRadius = 1900.0 ;objects inside this get some of the full damage Blast2MaxDamage = 9000.0 ;damage within inner radius of blast Blast2MinDamage = 300.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.20 ;higher #'s topple faster Blast2PushForce = 0.8 ;6 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 2920 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 60.0 ;objects inside this get the full damage Blast3OuterRadius = 2200.0 ;objects inside this get some of the full damage Blast3MaxDamage = 15000.0 ;damage within inner radius of blast Blast3MinDamage = 300.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;20 ;higher #'s topple faster Blast3PushForce = 0.6 ;higher #'s push more
Blast4Enabled = Yes Blast4Delay = 3000 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 200.0 ;objects inside this get the full damage Blast4OuterRadius = 900.0 ;objects inside this get some of the full damage Blast4MaxDamage = 2000.0 ;damage within inner radius of blast Blast4MinDamage = 300.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes Blast5Delay = 4200 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 250.0 ;objects inside this get the full damage Blast5OuterRadius = 8000.0 ;objects inside this get some of the full damage Blast5MaxDamage = 2000.0 ;damage within inner radius of blast Blast5MinDamage = 100.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 5000 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 300.0 ;objects inside this get the full damage Blast6OuterRadius = 1400.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3000.0 ;damage within inner radius of blast Blast6MinDamage = 400.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField ;OCL = INITIAL OCL_NukeBlastWave End
Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0
End
;------------------------------------------------------------------------------
Any one have any ideas? Thank you.
|
|
|
|
Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
|
I'm bettin' this is the Harmageddon Nuke is from the Destructive Forces mod?
Why don't you just use the normal NeutronMissile object?
You can just change the values of BlastXInnerRadius and BlastXOuterRadius. And for the damage there BlastXMinDamage and BlastXMaxDamage. This does not change explosion fx, you'll have to code a new fxlist if you want it to match.
As for having it shot by a Regular NukeSilo? Just go to your weapon.ini and find 'NeutronMissileWeapon,' change the ProjectileName to the object of your custom Nuke Missile. |
|
|
|
|
Users browsing this topic |
Guest
|
Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.