CLUSTERMISSILE: ;------------------------ClusterMissileWeapons-------------------------------------- Weapon ScudStormPrimaryDummyWeapon End Weapon ClusterMissileSuperWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 ScatterRadius = 0 AttackRange = 9999999.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = SuperWeaponClusterMissile RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = ClusterMissileLaunch FireSoundLoopTime = 100 DelayBetweenShots = 50 ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileCollidesWith = STRUCTURES PreAttackDelay = 4000 PreAttackType = PER_CLIP AcceptableAimDelta = 180 End Weapon ClusterMissileSuperWeaponMissileComingDownWeapon ;when the missile is going back down to the target area FireOCL = OCL_ClusterMissile End Weapon ClusterMissileSuperWeaponDetonationWeapon ;Damage weapon of the main warheads PrimaryDamage = 250.0 PrimaryDamageRadius = 100.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 160.0 DamageType = EXPLOSION DeathType = EXPLODED RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 6 AutoReloadsClip = No End Weapon ClusterMissileSuperWeaponDetonationWeapon_Shockwave PrimaryDamage = 180.0 PrimaryDamageRadius = 110.0 DamageType = SNIPER DeathType = EXPLODED ClipSize = 1 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ShockWaveAmount = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 180.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End Weapon ClusterMissileSuperWeaponClusterDetonationWeapon ;Damage weapon of the secondary warheads PrimaryDamage = 85.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 85.0 SecondaryDamageRadius = 110.0 DamageType = EXPLOSION DeathType = EXPLODED RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 6 AutoReloadsClip = No End Weapon ClusterMissileSuperWeaponClusterDetonationWeapon_Shockwave PrimaryDamage = 150.0 PrimaryDamageRadius = 110.0 DamageType = SNIPER DeathType = EXPLODED ClipSize = 1 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 110 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. End Weapon ClusterMissileSuperWeaponMainCluster ;Main Cluster MissileWarhead AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissileHitting RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius = 0 ScatterTargetScalar = 1 ScatterTarget = X: 0.00 Y: 0.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster1 ;Cluster 1 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius = 0 ScatterTargetScalar = 1 ScatterTarget = X: 100.00 Y: 0.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster2 ;Cluster 2 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius= 0 ScatterTargetScalar = 1 ScatterTarget = X: -100.00 Y: 0.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster3 ;Cluster 3 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius= 0 ScatterTargetScalar = 1 ScatterTarget = X: 0.00 Y: 100.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster4 ;Cluster 4 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius= 0 ScatterTargetScalar = 1 ScatterTarget = X: 0.00 Y: -100.000 MissileCallsOnDie = Yes End ;------------------------------------------------------------------- Weapon HimarsMissileClusterDetonate PrimaryDamage = 30.0 PrimaryDamageRadius = 20.0 PrimaryDamage = 20.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_HimarsClusterMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 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 End
BaikonurMissile: ;----------------------ChemicalNuclearMissile----------------------------------- Weapon BaikonurMissileWeaponDummy End ;------------------------------------------------------------------------------- Weapon BaikonurMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") 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 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. End ;------------------------------------------------------------------------------- Weapon BaikonurDetonationWeapon PrimaryDamage = 0.0 AttackRange = 100.0 FireOCL = OCL_BaikonurMissileBallOfDeathObject 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 End ;------------------------------------------------------------------------------- Weapon BaikonurBallOfDeathLightEffectWeapon FireFX = WeaponFX_BaikonurBallLight FireOCL = OCL_BaikonurMissileDummyObject DelayBetweenShots = 10 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 100 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------- Weapon BaikonurDetonationWeaponUpgraded PrimaryDamage = 0.0 AttackRange = 100.0 FireOCL = OCL_BaikonurMissileBallOfDeathObjectUpgraded 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 End ;------------------------------------------------------------------------------- Weapon BaikonurBallOfDeathLightEffectWeaponUpgraded FireFX = WeaponFX_BaikonurBallLight FireOCL = OCL_BaikonurMissileDummyObjectUpgraded DelayBetweenShots = 10 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 100 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;-------------------------------------------------------------- Weapon NuclearMissileShockwaveSpawnerWeapon1 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 10.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100000 ; time between shots, msec FireOCL = OCL_NuclearMissileShockwaveDelayObject End ;------------------------------------------------------------------- Weapon NuclearMissileShockwaveSpawnerWeapon2 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 10.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100000 ; time between shots, msec FireOCL = OCL_NuclearMissileShockwaveObjectSpawner End ;---------------------------------------------------- Weapon NuclearMissileShockwaveWeapon PrimaryDamage = 45.0 PrimaryDamageRadius = 220.0 AttackRange = 10 DamageType = SNIPER DeathType = EXPLODED WeaponSpeed = 999999.0 FireFX = FX_ShockWaveExplosionSound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 210.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End
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