Try this stuff...
Add this to Science.iniScience SCIENCE_Supw_MoabCarpetBomb
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank5
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:ChinaCarpetBomb
Description = CONTROLBAR:AirF_ToolTipUSAScienceCarpetBomb
End
Add this to CommandButton.iniCommandButton Command_PurchaseScienceMoabCarpetBomb
Command = PURCHASE_SCIENCE
Science = SCIENCE_Supw_MoabCarpetBomb
ButtonImage = SAMoabCarpet
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandButton Supw_Command_MoabCarpetBomb
Command = SPECIAL_POWER
SpecialPower = SupW_SuperweaponMoabCarpetBomb
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:CarpetBomb
ButtonImage = SAMoabCarpet
RadiusCursorType = CARPETBOMB
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipCarpetBomb
End
;If you want to use this you have to delete another shortcut...
;CommandButton Supw_Command_MoabCarpetBombFromShortcut
; Command = SPECIAL_POWER_FROM_SHORTCUT
; SpecialPower = SupW_SuperweaponMoabCarpetBomb
; Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
; TextLabel = OBJECT:CarpetBomb
; ButtonImage = SAMoabCarpet
; RadiusCursorType = CARPETBOMB
; InvalidCursorName = GenericInvalid
; ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
; DescriptLabel = CONTROLBAR:TooltipCarpetBomb
;End
Add this to CommandSet.iniCommandSet SupW_SCIENCE_AMERICA_CommandSetRank8
3 = Command_PurchaseScienceMoabCarpetBomb
If you want a shortcutbutton you have to delete another one....
CommandSet SupW_SpecialPowerShortcutUSA
[Number of choice] = Supw_Command_MoabCarpetBombFromShortcut
CommandSet SupW_AmericaCommandCenterCommandSet
3 = Supw_Command_MoabCarpetBomb
Add this to SpecialPower.iniSpecialPower SupW_SuperweaponMoabCarpetBomb
Enum = AIRF_SPECIAL_CARPET_BOMB
ReloadTime = 600000 ; in milliseconds
RequiredScience = SCIENCE_Supw_MoabCarpetBomb
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 50
ShortcutPower = Yes
AcademyClassify = ACT_SUPERPOWER
End
Add this to SuperWeaponGeneral.iniObject SupW_AmericaCommandCenter
Behavior = OCLSpecialPower ModuleTag_29
SpecialPowerTemplate = SupW_SuperweaponMoabCarpetBomb
OCL = SupW_SUPERWEAPON_MoabCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
This is a new B3 bomber, a bit more health and a bit faster.
Object SupW_AmericaJetB3MoabCarpet
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVB3bmbr
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = DAMAGED
Model = AVB3bmbr_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 = AVB3bmbr_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 = AVB3bmbr_D1
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:B52
EditorSorting = VEHICLE
Side = AmericaSuperWeaponGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
CommandSet = Command_ScriptedTransportDrops
; *** AUDIO Parameters ***
SoundAmbient = B3BomberAmbientLoop
SoundAmbientRubble = NoSound
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED
Body = ActiveBody ModuleTag_03
MaxHealth = 3000.0
InitialHealth = 3000.0
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
Behavior = OCLSpecialPower ModuleTag_06
SpecialPowerTemplate = SupW_SuperweaponMoabCarpetBomb
OCL = SupW_SUPERWEAPON_MoabCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
ScriptedSpecialPowerOnly = Yes
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
Locomotor = SET_NORMAL B3MoabCarpetLocomotor
Behavior = TransportContain ModuleTag_09
Slots = 100 ; 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
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
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
Add this to ObjectCreationList.iniObjectCreationList SupW_SUPERWEAPON_MoabCarpetBomb
DeliverPayload
Transport = SupW_AmericaJetB3MoabCarpet ;SupW_AmericaJetB3
FormationSize = 3
FormationSpacing = 85.0 ;Smaller is planes closer together
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ; max attempts
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ; time in between each set of items dropped (if more than one)
Payload = MOAB 2
DeliveryDistance = 350 ;500 ; distance from target allowed to start/stop dropping.
DeliveryDecalRadius = 180
DeliveryDecal
Texture = SCCCarpBomb
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Add this to your MappedImagesMappedImage SAMoabCarpet
Texture = SAMoabCarpet.tga
TextureWidth = 113
TextureHeight = 81
Coords = Left:0 Top:0 Right:113 Bottom:81
Status = NONE
End
Add this to Locomotor.iniLocomotor B3MoabCarpetLocomotor
Surfaces = AIR
Speed = 275 ; in dist/sec
SpeedDamaged = 180 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 160 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 180 ; in dist/(sec^2)
AccelerationDamaged = 120 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 100 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 150 ; 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
I made a shiny new cameo for the buttons, put it in your Art folder.
Sorry i got a bit carried away...😁
If you run into trouble with this stuff just let me know...
Greetz, acidbrain

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SAMoabCarpet.rar
(17kb) downloaded 3 time(s). Edited by user
14 years ago |
Reason: Not specified