Private Joined: 6/29/2016(UTC) Posts: 35
Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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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
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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
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Any Idea what im doing wrong here? - appreciate any help . thanks.
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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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. |
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Private Joined: 6/29/2016(UTC) Posts: 35
Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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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
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Private Joined: 6/29/2016(UTC) Posts: 35
Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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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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