Object SalvagedBaikonurMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes 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:ChemicalNuclearMissile EditorSorting = SYSTEM VisionRange = 0.0 CommandSet = AmericaChemicalNuclearMissileCommandSet WeaponSet Conditions = CARBOMB Weapon = PRIMARY DevastatorTankSelfDestruct2 AutoChooseSources = PRIMARY NONE ;Special attack only End 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 SELECTABLE 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 = 700 DistanceToTargetBeforeDiving = 700 End Locomotor = SET_NORMAL BaikonurMissileLocomotor Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 300.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = No SnapToGroundOnDeath = No 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 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = BaikonurDetonationWeaponUpgraded StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_94 DeathWeapon = DevastatorTankSelfDestruct2 StartsActive = Yes 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
The C&C Labs Forums uses cookies. By continuing to browse this site, you are agreeing to our use of cookies. More Details Close