;------------------------------------------------------------------------------
Object MultiWarheadNukeMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBNRocket
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NeutronMissile
KindOf = UNATTACKABLE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End
Behavior = NeutronMissileUpdate ModuleTag_03
DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first
MaxTurnRate = 7200 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 210
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 80.0 ;airburst
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End
Behavior = SpecialPowerCompletionDie ModuleTag_05
SpecialPowerTemplate = SuperweaponMultiWarheadNuke
End
;------You can declare these repeatedly for more nukes!----------
;------Just make sure to give them unique ModuleTags ----------
Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
DeathWeapon = SmallNukeWeapon
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_102
DeathWeapon = SmallNukeWeapon
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_103
DeathWeapon = SmallNukeWeapon
StartsActive = Yes
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0
End
;-----------------------------------------------------------------------
Object SmallNukeBomb
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = NBNRocket
ParticleSysBone = NONE NeutronMissileExhaust
End
End
; ***DESIGN parameters ***
Side = China
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
VisionRange = 0.0
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 75.0
AerodynamicFriction = 2 ; this is now friction-per-sec
ForwardFriction = 2 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right.
Scale = 0.75
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End