bel3ve
  • bel3ve
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
Hey, is there any way to make a Bomber (like the Chinese or Air general) Buy able and usable in game.
I mean is there a way that you can say make a Raptor for instance, drop bombs and not shoot missiles. ❓
I'm not sure if there is from my experience, but if there is i would LOVE to know how!
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krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
17 years ago
Totally possible, you could even replace the Scud missiles on the Scud Storm with Overlord tanks if you wanted to.
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FatalSwoop
17 years ago
The raptor is gut gut as it stands, a light weight jet for moving targets,,
Also the Aurora is the best unit in the game, of course I’m saying this as a player that never ONE WAY’s them,,,

Big up the 3 stripe Aurora,,, every time,,,
Down to the suicide bomber!

FS XV// 004
TECstar operates within the shadow of FatalSwoop!! Making its tactical line up highly Fatal and oh so Swooping,,,

FaTalSwoop XV// 003

Real time tag,. made on location at Fallen Empire... destroyed 2 GLA armies using 9 ground units ( no loses )and a constant bombardment of Air,,,,
CommieDog
17 years ago
That was absolutely no help at all. Please keep on-topic.
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CommieDog: Because someone has to do your dirty work for you
FatalSwoop
17 years ago
Yes it was I’m trying to harmonise him with already existing units,, and not mods which are away from the point,,,

I only want to promote being good at the original game,,, mods are still cool but, could be taking your attention away from being good at the game we already got,,


FS XV// 009
TECstar operates within the shadow of FatalSwoop!! Making its tactical line up highly Fatal and oh so Swooping,,,

FaTalSwoop XV// 003

Real time tag,. made on location at Fallen Empire... destroyed 2 GLA armies using 9 ground units ( no loses )and a constant bombardment of Air,,,,
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
17 years ago

Yes it was I’m trying to harmonise him with already existing units,, and not mods which are away from the point,,,

fatalSwoop wrote:



It doesn't work when the mods are the points of this topic...

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bel3ve
  • bel3ve
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
Your do mean that I can make a Carpet bomber that docks at the airfield and drops in a nice line! I'm not meaning the aurora bombs. If that is what you mean can you give me a little help on that, as far as I know the carpet bomber thing is special power only. Is there really a way to make the raptor (still me imaginary example!) have a..

Payload = ChinaCarpetBomb ;or whatever else I think
PayloadNumber = 3
DeliveryDistance = 50
DropDelay = 300
(cant remember the specifics right now.)

Just need a little guidance like This goes in This ini file. or best yet An Example of a buy Able Bomber in game (NOT AURORA)
PS - I CAN make a SCUD an overlord. Just replace the W3d model or re identify the W3d Model in Weapon objects! 😄
I fear the buy able carpet bomber wont be as simple.
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CommieDog
17 years ago
First of all, you won't be able to use an ObjectCreationList if you want the bomber to be a persistent unit. Try cloning the Aurora and changing its weapon's projectile to one of the carpet bombs.
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CommieDog: Because someone has to do your dirty work for you
bel3ve
  • bel3ve
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17 years ago
Sadly the aurora is the closest thing I can get to a buy able carpet bomber😠
I guess its time to mess around with the ini files and see If I can get the Aurora to fly over its target before turning back. Now time for my greatest challenge yet, besides making a red obby laser!😁
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yodaman888
16 years ago
I was working on a bomber that seems to be what your looking for I have not made a weapon for it yet but here is the code

 ;--------------------------------
Object AmericaJetB52unit

  ; *** ART Parameters ***
  SelectPortrait         = 
  ButtonImage            = 
  
  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2 = Upgrade_AmericaCountermeasures
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  Draw = W3DModelDraw ModuleTag_01

    DefaultConditionState
      Model               = AVBomber
      HideSubObject       = BurnerFX03 BurnerFX04
      WeaponLaunchBone  = PRIMARY WeaponA
    End

    ConditionState        = JETEXHAUST
      ; exhaust
      ParticleSysBone = Wingtip01 JetContrailThin
      ParticleSysBone = Wingtip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End

    ConditionState        = JETEXHAUST JETAFTERBURNER
      ; exhaust
      ParticleSysBone = Wingtip01 JetContrailThin
      ParticleSysBone = Wingtip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
      ; afterburner
      ShowSubObject       = BurnerFX03 BurnerFX04
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
    End

    ConditionState = DAMAGED
      Model = AVBomber_D
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    ConditionState = REALLYDAMAGED
      Model = AVBomber_D
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    ConditionState = RUBBLE
      Model = AVBomber_D1
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    OkToChangeModelColor = Yes
  End
  
;  Draw = W3DModelDraw ModuleTag_02
;    DefaultConditionState
;      Model           = AVBomber_A2U
;    End
;    ConditionState = DOOR_1_OPENING
;      Animation       = AVBomber_A2K.AVBomber_A2
;      AnimationMode   = ONCE
;      Flags           = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
;    End
;    ConditionState = DOOR_1_CLOSING
;      Animation       = AVBomber_A2K.AVBomber_A2
;      AnimationMode   = ONCE_BACKWARDS
;      Flags           = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES
;    End

;    ConditionState = REALLYDAMAGED
;      Model           = AVBomber_A2DU
;      Animation       = AVBomber_A2K.AVBomber_A2
;      AnimationMode   = MANUAL
;      Flags           = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
;    End
;    ConditionState = DOOR_1_OPENING REALLYDAMAGED
;      Model           = AVB3bmbr_A2DU
;      Animation       = AVB3bmbr_A2K.AVB3bmbr_A2
;      AnimationMode   = ONCE
;      Flags           = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
;    End
;    ConditionState = DOOR_1_CLOSING REALLYDAMAGED
;      Model           = AVBomber_A2DU
;      Animation       = AVBomber_A2K.AVBomber_A2
;      AnimationMode   = ONCE_BACKWARDS
;      Flags           = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES
;    End
;  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:B3
  EditorSorting       = VEHICLE
  Side                = America
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 300.0
  ShroudClearingRange = 600
  BuildCost           = 1
  BuildTime           = 1.0          ;in seconds  
  Prerequisites
    Object = AmericaCommandCenter
  End
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY 
  End 
  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = TankDamageFX
  End
  ArmorSet
    Conditions            = PLAYER_UPGRADE
    Armor                 = CountermeasuresAirplaneArmor
    DamageFX              = None
  End
  CommandSet        = AmericaJetAuroraCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = B3BomberAmbientLoop
  SoundAmbientRubble    = NoSound

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 250.0
    InitialHealth   = 250.0
  End
  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
  ExperienceRequired      = 0 200 400 800   ;Experience points needed to gain each level
  ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  IsTrainable             = Yes             ;Can gain experience

  ; *** 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

    
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 500.0
  End

  Behavior = DeliverPayloadAIUpdate ModuleTag_08
    DoorDelay         = 500
    MaxAttempts       = 4
    DropOffset        = X:0 Y:0 Z:-10
    DropDelay         = 300     ; time in between each item dropped (if more than one)
    PutInContainer    = AmericaParachute
    DeliveryDistance  = 150
  End

  Behavior = JetAIUpdate ModuleTag_09
    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
    ParkingOffset             = 3             ; scooch it a little forward so the tail doesn't hit the doors
    ReturnToBaseIdleTime      = 10000         ; if idle for this long, return to base, even if not out of ammo
  End
  Locomotor = SET_TAXIING     BasicJetTaxiLocomotor
  Locomotor = SET_NORMAL CINE_B52Locomotor
  

  Behavior = TransportContain ModuleTag_06
    Slots                       = 8                    ; hey, it's a BIG transport
    ScatterNearbyOnExit         = No
    OrientLikeContainerOnExit   = Yes
    KeepContainerVelocityOnExit = Yes
    ExitPitchRate               = 30
    ExitBone                    = WeaponA01
    AllowInsideKindOf           = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
    DoorOpenTime                = 0                ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
    NumberOfExitPaths           = 0
    DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
  End
    
  Behavior                          = JetSlowDeathBehavior ModuleTag_10
    DestructionDelay                = 2000 
    RollRate                        = 0.0
    RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = 0
    FallHowFast                     = 25.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath                  = FX_JetBigDeathInitial
    OCLInitialDeath                 = OCL_AmericaJetCargoDeathStart
    DelaySecondaryFromInitialDeath  = 2000       ; in milliseconds     This guy won't hit the ground, so this time equals the above time
    OCLSecondary                    = OCL_AmericaJetCargoHulkDeath
    FXSecondary                     = FX_BigPlaneDeath
;   FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
;   OCLFinalBlowUp                  = OCL_AuroraDeathFinalBlowUp
;   DeathLoopSound                  = MICAL NEEDS TO MAKE ME
  End

  Behavior = TransitionDamageFX ModuleTag_11
    DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
  End

  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaCountermeasures
  End

  Behavior                = CountermeasuresBehavior ModuleTag_12
    TriggeredBy           = Upgrade_AmericaCountermeasures
    FlareTemplateName     = CountermeasureFlare
    FlareBoneBaseName     = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
    VolleySize            = 4     ; Number of flares launched per volley (requires bones)
    VolleyArcAngle        = 90.0  ; 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       = 5     ; Number of times the volleys will fire before reloading
    ReloadTime            = 5000  ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
    EvasionRate           = 30%   ; With active flares, the specified percentage will be diverted.
    ReactionLaunchLatency = 100   ; 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

  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AirF_PointDefenseLaser
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End

  Geometry = Box
  GeometryIsSmall = No
  GeometryMajorRadius = 60.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End
 

the bomber is a b52 usable in game it has a few glitches with the landings though
yodaman888
16 years ago
I keep trying to atach a file to my post that gives you an air field big anough to hold it but it wont let me upload the file
bel3ve
  • bel3ve
  • 100% (Exalted)
  • Major Topic Starter
16 years ago
I figured out a simple way but it can only use one bomb. The "bomber" has a very slow turn rate and firing distance so each bomb has to be dropped on top of target. Then the plane flies over. It only works with one bomb a pass though because the other bombs all compress onto the target. I like your idea better though. 😄
UserPostedImage
yodaman888
16 years ago
I've been looking into the code of the AuroraBomb object and it seems the reason that it does not fall straight down is because it has a locomotor that goes forward if you copy the object and remove this locomotor it will fall down like a normal bomb

It also seems that without this code
Behavior = MissileAIUpdate ModuleTag_04
    TryToFollowTarget   = No 
    FuelLifetime        = 0
    IgnitionDelay       = 0
    InitialVelocity     = 0                ; in dist/sec
    DistanceToTravelBeforeTurning = 0
    DistanceToTargetBeforeDiving  = 0  
the aircraft will fire the weapon but the
prjectile object wont appear
Annihilationzh
16 years ago
This is not tested, but it should work.

;------------------------------------------------------------------------------
Weapon DropCarpetBombWeapon
  PrimaryDamage = 0.0001
  PrimaryDamageRadius = 0.0
  AttackRange  = 50.0
  DamageType = UNRESISTABLE
  DeathType = NORMAL
  FireOCL = OCL_CarpetBomb
  DelayBetweenShots  = 300 
  ClipSize  = 8
  ClipReloadTime  = 10000  
  AutoReloadsClip = RETURN_TO_BASE 
  AcceptableAimDelta = 180
  AntiGround = Yes
  AntiAirborneVehicle = No
  ShowsAmmoPips = Yes
End

; ----------------------------------------------
ObjectCreationList OCL_CarpetBomb
 CreateObject
    ObjectNames = CarpetBomb
    Disposition = LIKE_EXISTING
  End
End

TBH I think I may have forgotten something.
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.
yodaman888
16 years ago
I just tested the weapon and it doesnt work for some reason aircraft dont like using fire OCLs the weapon fires but no objects appear

edit: ive even changed the name
Annihilationzh
16 years ago
I did forget something. I used an existing weapon name, so the game used that instead. After testing, I've changed the weapon name in the post, and it works fine for me. I had a king raptor carpet bombing.
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.
yodaman888
16 years ago
since annihilationzh weapon didnt work for me I made my own here it is
weapon
 ;------------------------------------------------------------------------------
Weapon CarpetBomberWeapon
  PrimaryDamage           = 0.00001            
  PrimaryDamageRadius     = 0.00001      
  AttackRange             = 200.0       
  AcceptableAimDelta      = 45          
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = CarpetBomb_Bomb
  FireFX                  = FX_AuroraBombLaunch
  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots       = 75
  ClipSize                = 10                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End 

weapon object
 ;------------------------------------------------------------------------------
Object CarpetBomb_Bomb

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = EXCarptBmb
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CarpetBomb
  Side = America
  EditorSorting   = SYSTEM
  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 300.0  
  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End

  ; *** AUDIO Parameters ***
  SoundFallingFromPlane = DaisyCutterWeapon

  ; *** ENGINEERING Parameters ***
  KindOf            = PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL None

  Behavior = PhysicsBehavior ModuleTag_04

    Mass                  = 75.0
    AerodynamicFriction   = 1     ; this is now friction-per-sec
    ForwardFriction       = 33    ; this is now friction-per-sec
    CenterOfMassOffset    = 2     ; Default of 0 means nothing tips as it falls.  Positive tips forward, negative tips back
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
    DeathWeapon   = CarpetBombWeapon
    StartsActive  = Yes
  End

  Behavior = HeightDieUpdate ModuleTag_06
    TargetHeight = 1.0
    TargetHeightIncludesStructures = No
  End

  Behavior = SpecialPowerCompletionDie ModuleTag_07
    SpecialPowerTemplate = SuperweaponCarpetBomb
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_CarpetBomb
  End
  Behavior = DestroyDie ModuleTag_09
    ;nothing
  End

  Behavior = MissileAIUpdate ModuleTag_04
    TryToFollowTarget   = No 
    FuelLifetime        = 0
    IgnitionDelay       = 0
    InitialVelocity     = 0                ; in dist/sec
    DistanceToTravelBeforeTurning = 0
    DistanceToTargetBeforeDiving  = 0
  End
  Locomotor = SET_NORMAL None

End
 

EDIT: its odd that the weapon wont work for me the reason could be that im using a custom bomber

EDIT: sense I cant attach files here I have uploaded the big airfield code to filefront the big airfield is an airfield large enough to hold the custom b52
http://files.filefront.com/big+airfield+codezip/;13642050;/fileinfo.html [/url]

Annihilationzh
16 years ago
Has anyone managed to get one flying in a straight line when they drop the bombs?

I used an attack locomotor that barely turns, but they ended up flying straight off the map if they didn't use their entire payload.
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.
yodaman888
16 years ago
the only way I can get it to drop straight is make the attack range start before it gets to the target but this means you have to aim ahead of the target to get mutiple bombs to hit
Annihilationzh
16 years ago
Yeah, I can get it to go in a straight line until it gets there, but I can't get it to continue after it's reached it's target. It then turns round and starts circling over the target until it has dropped it's entire payload. An irritating problem.
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.