MajorJoined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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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....
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MajorJoined: 2/21/2015(UTC) Posts: 386  Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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The scud continues to fly even when the target is dead, try to look in its code. |
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MajorJoined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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TryToFollowTarget = yes
No target, the projectile will just disappear.
TryToFollowTarget = No
No target, the projectile continues until collision.
So you cannot have a lock on projectile, continue existing when there is no target, so it just disappears.
Anyone else can confirm?
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CaptainJoined: 5/11/2016(UTC) Posts: 85
Thanks: 5 times Was thanked: 4 time(s) in 4 post(s)
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Originally Posted by: zzc  TryToFollowTarget = yes
No target, the projectile will just disappear.
TryToFollowTarget = No
No target, the projectile continues until collision.
So you cannot have a lock on projectile, continue existing when there is no target, so it just disappears.
Anyone else can confirm? Interesting... I wonder if this would make it possible to change the GLA to have dedicated anti-air stinger infantry (who pack a wallop but cannot target ground units) and change RPG-wielding Tunnel Defenders so they can hit a hovering helicopter, but haven't got any chance of hitting a passing jet. A bit of realism and rebalancing.
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Originally Posted by: zzc  So you cannot have a lock on projectile, continue existing when there is no target, so it just disappears.
Anyone else can confirm? Technically yes. But there are other ways. E.G. imagine a tomahawk firing one large missile that doesn't track targets - but splits into three heat seeking missiles before landing. Originally Posted by: Deinon  Interesting...
I wonder if this would make it possible to change the GLA to have dedicated anti-air stinger infantry (who pack a wallop but cannot target ground units) and change RPG-wielding Tunnel Defenders so they can hit a hovering helicopter, but haven't got any chance of hitting a passing jet. A bit of realism and rebalancing. That might cause issues with moving vehicles though. Would that be a desired effect? A technical or humvee could quite easily move out of the way of an infantry missile. You can just drop the speed and/or fuel lifetime of infantry missiles. That'll give them real trouble catching moving aircraft. |
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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CaptainJoined: 5/11/2016(UTC) Posts: 85
Thanks: 5 times Was thanked: 4 time(s) in 4 post(s)
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Originally Posted by: Annihilationzh  Originally Posted by: Deinon  Interesting...
I wonder if this would make it possible to change the GLA to have dedicated anti-air stinger infantry (who pack a wallop but cannot target ground units) and change RPG-wielding Tunnel Defenders so they can hit a hovering helicopter, but haven't got any chance of hitting a passing jet. A bit of realism and rebalancing. That might cause issues with moving vehicles though. Would that be a desired effect? A technical or humvee could quite easily move out of the way of an infantry missile. You can just drop the speed and/or fuel lifetime of infantry missiles. That'll give them real trouble catching moving aircraft. It would be something to play with. Maybe have tracking on for ground targets and off for air targets. What I'm trying to work towards for a certain mod is having RPG troops with two ammo types - one with strong splash damage for groups of infantry, also capable of killing one garrisoned soldier at a time, but with less impact on vehicles, and one with a strong impact on single targets (especially vehicles) and less splash damage, both with more realistic fire rates to compensate for increased damage output. It could be turned on and off the same way "laser sights" are for American rocket infantry. Edited by user Sunday, April 1, 2018 3:11:07 PM(UTC)
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CaptainJoined: 5/11/2016(UTC) Posts: 85
Thanks: 5 times Was thanked: 4 time(s) in 4 post(s)
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Initial testing with changes to the GLA's rocket arsenal are promising. :)
Standard RPG troopers can do a number on hovering helicopters and (while sporting a lower rate-of-fire than vanilla) do extra damage against tanks with each shot that connects, but they are completely impotent against moving aircraft (their shots target where the aircraft was when they fired without tracking).
Stinger soldiers traversing the map on foot are more expensive to produce than RPGs and can ONLY target aircraft (again, lower rate of fire, higher damage), but they can be camoflaged with the same stealth upgrade which applies to rebels, they automatically target aircraft within range while stealthed, and they detect stealthed enemies.
I'll be interested to see how it plays out in campaign, would need to modify the teams produced by enemy AI to include them in maps where you can produce aircraft. I'm working on extra balancing and realism changes. I'll share code when I have something a little more complete.
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