glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
let me just post the code here...

so what can I change so it won't die out?

Object SalvagedBaikonurMissile

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = UBBaiknr_M
      Animation        = UBBaiknr_M.UBBaiknr_M
      AnimationMode    = LOOP
      ParticleSysBone = Engine01 BaikonurRocketFlare
      ParticleSysBone = Engine02 BaikonurRocketFlare
      ParticleSysBone = Engine03 BaikonurRocketFlare
      ParticleSysBone = Engine04 BaikonurRocketFlare
      ParticleSysBone = Engine05 BaikonurRocketFlare
      ParticleSysBone = Engine06 BaikonurRocketFlare
      ParticleSysBone = ESmoke01 BaikonurRocketTrail
      ParticleSysBone = RootTransform BaikonurRocketDust
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SCUDMissile
  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

  ; *** AUDIO Parameters ***
  SoundAmbient = ScudStormIncomingWhistle

  ; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE 
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0

    SubdualDamageCap = 200
    SubdualDamageHealRate = 100000
    SubdualDamageHealAmount = 50
  End
   
  Behavior = PhysicsBehavior ModuleTag_03
    Mass = 1
  End

  Behavior = MissileAIUpdate ModuleTag_04
    TryToFollowTarget = No 
    FuelLifetime = 0
    IgnitionDelay = 0
    InitialVelocity = 0                ; in dist/sec
    DistanceToTravelBeforeTurning = 500
    DistanceToTargetBeforeDiving = 700
  End
  Locomotor = SET_NORMAL BaikonurMissileLocomotor

  Behavior = HeightDieUpdate ModuleTag_05
    TargetHeight                    = 60.0
    TargetHeightIncludesStructures  = Yes
    OnlyWhenMovingDown              = Yes
    SnapToGroundOnDeath             = Yes
    InitialDelay                    = 1000 ; Can't explode in the first second so we don't explode on the pad
  End

  Behavior = DestroyDie ModuleTag_06
    ;nothing
  End

  Behavior = SpecialPowerCompletionDie ModuleTag_07
    SpecialPowerTemplate = SuperweaponBaikonurMissile
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon   = BaikonurDetonationWeapon
    StartsActive  = Yes
        ConflictsWith = Upgrade_GLAAnthraxBeta   
  End
   
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
    DeathWeapon   = BaikonurDetonationWeaponUpgraded
    StartsActive  = No
    TriggeredBy   = Upgrade_GLAAnthraxBeta         
  End
   
  Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
  GeometryMajorRadius = 4.0
  GeometryHeight = 4.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME    
  ;Shadow = SHADOW_DECAL
End



Object BaikonurMissileDamageDUMMYObject

  ; ***DESIGN parameters ***
  DisplayName        = OBJECT:NeutronMissile
  EditorSorting      = SYSTEM
  VisionRange = 300.0  
  ShroudClearingRange = 0
  KindOf = NO_COLLIDE UNATTACKABLE
  
  ArmorSet
    Conditions       = None
    Armor            = ProjectileArmor
    DamageFX         = None
  End

  ; *** AUDIO Parameters ***
  ; SoundFallingFromPlane = DaisyCutterWeapon
    
  ; *** ENGINEERING Parameters ***
  Body = ActiveBody ModuleTag_01
    MaxHealth        = 99999999.0
    InitialHealth    = 99999999.0
  End

  Behavior = LifetimeUpdate ModuleTag_02
    MinLifetime = 1800   ; min lifetime in msec
    MaxLifetime = 1800   ; max lifetime in msec
  End

  Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
    DestructionDelay    = 3501
    FXList              = WeaponFX_SoyuzMissileDetonation;FX_BaikonurNuke
    
    Blast1Enabled       = Yes
    Blast1Delay         = 300     ;in milliseconds
    Blast1ScorchDelay   = 100     ;in milliseconds
    Blast1InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast1OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast1MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast1MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast1ToppleSpeed   = 0.5     ;higher #'s topple faster
    Blast1PushForce     = 10.0    ;higher #'s push more
    
    Blast2Enabled       = Yes
    Blast2Delay         = 600    ;in milliseconds
    Blast2ScorchDelay   = 180     ;in milliseconds
    Blast2InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast2OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast2MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast2MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast2ToppleSpeed   = 0.45    ;higher #'s topple faster
    Blast2PushForce     = 8.0     ;higher #'s push more
    
    Blast3Enabled       = Yes
    Blast3Delay         = 900    ;in milliseconds
    Blast3ScorchDelay   = 260     ;in milliseconds
    Blast3InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast3OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast3MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast3MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast3ToppleSpeed   = 0.42    ;higher #'s topple faster
    Blast3PushForce     = 6.0     ;higher #'s push more

    Blast4Enabled       = Yes
    Blast4Delay         = 1200    ;in milliseconds
    Blast4ScorchDelay   = 340     ;in milliseconds
    Blast4InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast4OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast4MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast4MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast4ToppleSpeed   = 0.40    ;higher #'s topple faster
    Blast4PushForce     = 6.0     ;higher #'s push more

    Blast5Enabled       = Yes
    Blast5Delay         = 1500    ;in milliseconds
    Blast5ScorchDelay   = 420     ;in milliseconds
    Blast5InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast5OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast5MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast5MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast5ToppleSpeed   = 0.38    ;higher #'s topple faster
    Blast5PushForce     = 6.0     ;higher #'s push more
    
    Blast6Enabled       = Yes
    Blast6Delay         = 1800    ;in milliseconds
    Blast6ScorchDelay   = 500     ;in milliseconds
    Blast6InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast6OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast6MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast6MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast6ToppleSpeed   = 0.35    ;higher #'s topple faster
    Blast6PushForce     = 4.0     ;higher #'s push more

    Blast7Enabled       = Yes
    Blast7Delay         = 2100  ;in milliseconds, don't do the damage wave
    Blast7InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast7OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast7MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast7MinDamage     = 250.0   ;always do at least this much damage to objects
    Blast7ScorchDelay   = 620     ;in milliseconds
    Blast7OuterRadius   = 210.0   ;objects inside this get some of the full damage

    Blast8Enabled       = Yes
    Blast8Delay         = 2400  ;in milliseconds, don't do the damage wave
    Blast8InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast8OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast8MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast8MinDamage     = 250.0   ;always do at least this much damage to objects  
    Blast8ScorchDelay   = 700     ;in milliseconds
    Blast8OuterRadius   = 210.0   ;objects inside this get some of the full damage

    Blast9Enabled       = Yes
    Blast9Delay         = 2700  ;in milliseconds, don't do the damage wave 
    Blast9InnerRadius   = 120.0    ;objects inside this get the full damage
    Blast9OuterRadius   = 230.0   ;objects inside this get some of the full damage
    Blast9MaxDamage     = 400.0  ;damage within inner radius of blast
    Blast9MinDamage     = 250.0   ;always do at least this much damage to objects 
    Blast9ScorchDelay   = 800     ;in milliseconds
    Blast9OuterRadius   = 210.0   ;objects inside this get some of the full damage
    
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon   = NuclearMissileShockwaveSpawnerWeapon1
    StartsActive  = Yes   
  End

  Geometry = Cylinder
  GeometryIsSmall = Yes
  GeometryMajorRadius = 7.0
  GeometryHeight = 60.0

End

and what can I do to get the green effect?
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago
I'm guessing you're missing the weapons here:

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon   = BaikonurDetonationWeapon
    StartsActive  = Yes
        ConflictsWith = Upgrade_GLAAnthraxBeta   
  End
   
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
    DeathWeapon   = BaikonurDetonationWeaponUpgraded
    StartsActive  = No
    TriggeredBy   = Upgrade_GLAAnthraxBeta         
  End

It is supposed to disappear. All nuke's do it. They explode above ground to make the damage worse. The trouble is, they're not firing their death weapons, so they just disappear.

You'll find the effects listed on this line:

    FXList              = WeaponFX_SoyuzMissileDetonation;FX_BaikonurNuke

You can change this to the green nuke, if you can find it in FXList.ini (it's probably NukeGLA or something similar).

If you want to directly steal the effects from shockwave, you'll have to copy the entries in FXList.ini, and then particlesystem.ini, which will take a while, unless you directly copy shockwave's files.
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.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
no I don't want to "steal" the nuclear effects.
I think the green ball is ugly.

but I remember copying the soyuz missile detonation weapon but I guess I am missing from the FxList.

I will go and check


***Edid

I changed it into nukeGla but it still doesn't work
got any suggestions
hmm...
if I don't reply to a topic I don't know the answer - sorry
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
I decidet to try this again and I managed to to soemthing.
I placed baikonurMissileFx somewhere in weapon.ini and when I launch the missile, it still doesn't work~
if I launch teh missile somewhere on the map, it just lands and disappears.
But if I launch the missile at any building - it works (the Baikonur FX)
but it doesn't do any damage.
and do you know how I can make the missile explode with the baikonur fx without having to fire it at any building?
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago
HeightDieUpdate is killing it before it detonates. When it hits a building, it detonates before it drops to it's target height. So remove that, and hope that it doesn't create an extra 100 bugs (which would be a miracle).
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.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
hehe I'l try and I shall hope so to

*Edid***

Yay that worked! :D
now I got two problems more sadly.

1.
how do I let the missile shoot directly down?
when I shoot the missile it goes straight up, then goes to side and then it lands at a 45° angle. how can I let the missile land at 90° angle facing down?
because when it lands at 45° angle - the green "mushroom cloud" gets all wierd.
do you know how let it land at 90° angle facing down?

2.

how do I let the damage happen?


Weapon BaikonurMissileWeapon
  PrimaryDamage            = 350.0   
  AttackRange              = 100.0
  AttackRange              = 999999            ; not used for this weapon (it's "special") 
  DamageType 		   = EXPLOSION         ; not used for this weapon (it's "special")  
  DeathType 		   = EXPLODED  
  WeaponSpeed              = 99999             ; not used for this weapon (it's "special")  
  ProjectileObject 	   = SalvagedBaikonurMissile
  ProjectileDetonationFX   = FX_BaikonurNuke   
  FireFX		   = WeaponFX_ScudStormMissile  
  FireSound 		   = BaikonurMissileLaunch  
  FireSoundLoopTime        = 100    
  RadiusDamageAffects 	   = ALLIES ENEMIES NEUTRALS SELF  
  DelayBetweenShots 	   = 1  
  ClipSize 		   = 2  
  ClipReloadTime 	   = 10000 ; give it time to sink into the ground            
  AutoReloadsClip 	   = Yes  
  ScatterRadius   	   = 0;changed to zero, unless you want to soften the results of the table below  
  PreAttackDelay 	   = 5000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)  
  PreAttackType 	   = PER_CLIP ; Do the delay the first shot of each clip  
  AcceptableAimDelta 	   = 180 ; Don't need to turn at all.
  ProjectileDetonationOCL  = OCL_PoisonFieldLarge
End



Weapon BaikonurDetonationWeapon  
  PrimaryDamage = 350.0     
  AttackRange = 100.0 
  FireOCL = SUPERWEAPON_BaikonurMissileFireOCL  
  DamageType = EXPLOSION           
  DeathType = EXPLODED  
  WeaponSpeed = 99999.0               
  ProjectileObject = NONE  
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 
  DelayBetweenShots = 0                   ; time between shots, msec  
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)  
  ClipReloadTime = 0               ; how long to reload a Clip, msec  
  AutoReloadsClip = No
  ProjectileDetonationFX   = WeaponFX_LargePoisonFieldWeapon
End

when it lands it doesn't do any damage. do you know how to fix that as well?
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago

1.
how do I let the missile shoot directly down?
when I shoot the missile it goes straight up, then goes to side and then it lands at a 45° angle. how can I let the missile land at 90° angle facing down?
because when it lands at 45° angle - the green "mushroom cloud" gets all wierd.
do you know how let it land at 90° angle facing down?


IIRC, that's caused by the removal of the HeightDieUpdate. I don't think it's related to the angle of the landing.

Hence why I was a little reluctant to remove it earlier.

The code you started with works - as it worked for the shockwave team. So changing the method isn't a great idea. All you needed to do is add everything that's missing.
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.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
oh there isn't anything missing..
sorry but one doesn't know what IIRC means.

now I have downloaded the SW1.1 and I looked at the .big files and those codes are much friendlier that the codes from 1.0
it was hard to understan them
I hope I can work this out somehow
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago
http://www.urbandictionary.com/define.php?term=iirc 

oh there isn't anything missing..


The effects were missing.
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.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
sorry to ask but where are they kept?
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago
The effects themselves are in Particlesystem.ini. The individual effects are combined in FXList.ini.
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.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
soif I will set the effects.. will the damage work?+


*Edid*

okay it works now...
going to figure out how to reduce the damage and add the poisonfiled.
thank you very much for your help!
👍
hmm...
if I don't reply to a topic I don't know the answer - sorry