smokezalot16
9 years ago
I need help figuring out what i need to add to the object weapon.ini to make this object weapon explode at a heigher height so the Nuke FX will work , when i fire it at or near ground it just shows part of nuke cloud then disappears... heres what i have for object weapon.ini -

Object TomahawkMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 25.0
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

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

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
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
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 20000
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 50 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL TomahawkMissileLocomotor

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

;------------------------------------------------------------------------------

Here is the Weapon.ini

Weapon 12PortableNukeWarhead2
PrimaryDamage = 1200.0
PrimaryDamageRadius = 200.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 30.0
AttackRange = 700.0
MinimumAttackRange = 50.0
PreAttackDelay = 1600
PreAttackType = PER_SHOT
DamageType = EXPLOSION;RADIATION
DeathType = NORMAL
ProjectileObject = TomahawkMissile
ProjectileExhaust = ScudMissileExhaust
ProjectileDetonationFX = FX_BetterNuke
ProjectileDetonationOCL = OCL_NukeRadiationField
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
FireSound = ScudLauncherWeapon
AcceptableAimDelta = 45
DelayBetweenShots = 1
ClipSize = 1
ClipReloadTime = 75000
ShowsAmmoPips = Yes
ProjectileCollidesWith = STRUCTURES
End

;---------------------------------------------------------------------------

Any help with getting this thing to Pop at a heigher Height would be greatly appriciated , thank you
Sponsor
acidbrain
9 years ago
You could try to add this module to the missile object...

HeightDieUpdate
  TargetHeight = [real number]
  TargetHeightIncludesStructures = [Yes/No]
  OnlyWhenMovingDown = [Yes/No]
  InitialDelay = [integer, milliseconds]
  SnapToGroundOnDeath = [Yes/No]
  DestroyAttachedParticlesAtHeight = [real number]
End

Greetz
Panem et kirkinses
mr_hymn_
9 years ago

You could try to add this module to the missile object...


HeightDieUpdate
  TargetHeight = [real number]
  TargetHeightIncludesStructures = [Yes/No]
  OnlyWhenMovingDown = [Yes/No]
  InitialDelay = [integer, milliseconds]
  SnapToGroundOnDeath = [Yes/No]
  DestroyAttachedParticlesAtHeight = [real number]
End

Greetz

Originally Posted by: acidbrain 



Nice... I am looking for this too.
smokezalot16
9 years ago
Where in the Object do i put
HeightDieUpdate
TargetHeight = [real number]
TargetHeightIncludesStructures = [Yes/No]
OnlyWhenMovingDown = [Yes/No]
InitialDelay = [integer, milliseconds]
SnapToGroundOnDeath = [Yes/No]
DestroyAttachedParticlesAtHeight = [real number]
End

I tryed to put in

; ---- 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
; ---- end Projectile death behaviors

All it did was crash my game on start up , Please help
smokezalot16
9 years ago
And what Height should i Destroy attached Particles and what does this do any ways?
acidbrain
9 years ago

Where in the Object do i put
HeightDieUpdate
TargetHeight = [real number]
TargetHeightIncludesStructures = [Yes/No]
OnlyWhenMovingDown = [Yes/No]
InitialDelay = [integer, milliseconds]
SnapToGroundOnDeath = [Yes/No]
DestroyAttachedParticlesAtHeight = [real number]
End

Originally Posted by: smokezalot16 


You have to adjust the module a bit, I took the module from Deezire´s module list.
You don't have to specify all the parameters, only the ones you need, ´TargetHeight´ is a must otherwise the module is pretty much useless.

try this module, just copy/pasta it

Behavior = HeightDieUpdate Module_HDU
  TargetHeight = 25.0
  TargetHeightIncludesStructures = Yes
  OnlyWhenMovingDown = Yes
  SnapToGroundOnDeath = Yes
End

And what Height should i Destroy attached Particles and what does this do any ways?

Originally Posted by: smokezalot16 


That parameter is not really needed unless you want to get rid of the particles at the moment the object dies.
If you for example have a bomb that detonates on 100 height and you have a cloud of particles that drop down from the explosion you can specify at what height the particles are destroyed, at 50 for example, but you can also make a particle system that behaves like this, it is up to you.
Panem et kirkinses