Weapon MegaHawkMissile PrimaryDamage = 150.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 PreAttackDelay = 300 PreAttackType = PER_SHOT ; Do the delay every single shot MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = TomahawkMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation ProjectileDetonationOCL = OCL_MegaHawkMissileCluster RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 1 ClipSize = 5 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7000 ; 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 End Weapon MegaHawkClusterWeapon LeechRangeWeapon = Yes PrimaryDamage = 50.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 15.0 SecondaryDamageRadius = 25.0 AttackRange = 5.0 DamageType = JET_MISSILES DeathType = SUICIDED WeaponSpeed = 99999.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF 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 FireSound = RemoteDemoChargeExplosion End
ObjectCreationList OCL_MegaHawkMissileCluster CreateObject ObjectNames = MegaHawkCluster Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateObject ObjectNames = MegaHawkCluster Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2 End CreateObject ObjectNames = MegaHawkCluster Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateObject ObjectNames = MegaHawkCluster Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2 End CreateObject ObjectNames = MegaHawkCluster Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End
Object MegaHawkCluster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 99999999999 IgnitionDelay = 0 InitialVelocity = 0 DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 DetonateCallsKill = Yes KillSelfDelay = 50 End Locomotor = SET_NORMAL AuroraBombLocomotor Behavior = HeightDieUpdate ModuleTag_042 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster01 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End
Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = WeaponFX_TomahawkMissileDetonation OCL = OCL_MegaHawkMissileCluster End
Weapon MegaHawkMissile PrimaryDamage = 150.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 30.0 ScatterRadius = 50.0 AttackRange = 350.0 MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 180 ; dist/sec ProjectileObject = MegaHawkMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust FireFX = FX_TomahawkIgnition FireSound = TomahawkWeapon ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 5 ClipReloadTime = 10000 PreAttackDelay = 500 PreAttackType = PER_SHOT WeaponRecoil = 2 End Weapon MegaHawkClusterWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 20.0 AttackRange = 230.0 ScatterRadius = 40.0 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 80 ProjectileObject = MegaHawkCluster ProjectileDetonationFX = WeaponFX_MegaHawClusterWeaponExplosionFX RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AutoReloadsClip = Yes ;ProjectileCollidesWith = STRUCTURES WALLS End
Object MegaHawkMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVTomahawk_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End AliasConditionState = RUBBLE JAMMED AliasConditionState = RUBBLE 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 = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 99999999999 IgnitionDelay = 0 InitialVelocity = 50 DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 150 DetonateCallsKill = Yes KillSelfDelay = 2000 End Locomotor = SET_NORMAL MegahawkMissileLocomotor Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster01 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster02 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster03 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster04 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster05 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster06 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster07 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster08 DeathWeapon = MegaHawkClusterWeapon StartsActive = Yes End ; Behavior = DeletionUpdate ModuleTag_03 ; MinLifetime = 8000 ; min lifetime in msec ; MaxLifetime = 8000 ; max lifetime in msec ; End Behavior = HeightDieUpdate ModuleTag_042 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 DestroyAttachedParticlesAtHeight = 25.0 End ; ---- begin Projectile death behaviors ; Behavior = InstantDeathBehavior DeathModuleTag_01 ; DeathTypes = NONE +DETONATED ; ; we detonated normally. ; FX = WeaponFX_TomahawkMissileDetonation ; 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 ; Behavior = DestroyDie ModuleTag_03 ; ;nothing ; End ; ---- end Projectile death behaviors 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 ;----- ;----- ;----- Object MegaHawkCluster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE NO_COLLIDE Body = ActiveBody ModuleTag_02 MaxHealth = 100000000000000.0 InitialHealth = 100000000000000.0 End Behavior = PhysicsBehavior ModuleTag_07 Mass = 1.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_05 TumbleRandomly = Yes FirstHeight = 20; Height of Bezier control points above highest intervening terrain SecondHeight = 55 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 60% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End
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