I am trying to make an OP tomahawk.
Weapon TomahawkMissileWeapon2
PrimaryDamage = 150.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 700.0
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile2
ProjectileExhaust = HeroicTomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
ProjectileDetonationFX = Demo_WeaponFX_BombTruckHighExplosiveBombDetonation
;ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
;ProjectileDetonationOCL = OCL_PoisonFieldGammaLarge
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 3500 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes
; 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
WeaponBonus = PLAYER_UPGRADE DAMAGE 150%
End
Object TomahawkMissile2
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 100.0
; 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.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
Weapon = DirtyNukeCreationWeapon
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 0
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 50 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.
DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL TomahawkMissileLocomotor2
Behavior = WeaponBonusUpgrade ModuleTag_08
TriggeredBy = Upgrade_GLAAPRockets
End
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
End
I want it to continue to fly even when the target is dead; currently the missile will just disappear once the target is dead.
And I want the missile detonation to also fire the dirtynuke weapon used by the convoy truck.
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
Weapon = DirtyNukeCreationWeapon
End
This one does not work.
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
OCL = OCL_DirtyNuke
End
This also does not work.
InstantDeathBehavior
DeathTypes = [DeathTypes listing]
FX = [entry from FXList.INI]
OCL = [entry from ObjectCreationList.INI]
Weapon = [Entry from Weapon.ini]
RequiredStatus = [status name]
ExemptStatus = [status name]
End
Should I use FireWeaponWhenDeadBehavior? But it would detonate in midair which looks weird, radiation fields in the air....