king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
I want to add a selfdestruct mechanism to my nuclear missile. So I can detonate the nuke above its target.
Can anyone help me do that.

Thanx
Sponsor
Annihilationzh
17 years ago
It already has a height self distruct mechanism. Are you saying that you want it to be more like the bomb truck self distruct?
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
I want to be able to select whether it should hit the target or to be destructed above target.


tHanx
randomperson
17 years ago
you would need to mess around with the engineering parameters specificity the kindOf ones. then you would need to give the nuke a command set with command buttons and write a behaviour Module for the nuke to die from the command button.

this is what I am thinking from my modding experience, having not done it i don't know the specifics of it.

I would also suggest slowing the nuke down a bit so you have a chance to click the button
UserPostedImage
yodaman888
17 years ago
you could make a command button to kill it then have the death fx a nuke blast
king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
I have the Devastator tank self destruct weapon And I can only make it work when I put the weapon in the ?general.ini file under Weaponset in the missile launcher. Then it only blow up the launcher of course. But I have tried to give the weaponset to the missile in weaponobjects and a module to detonate the selfdestruct mechanism, the weapon have all the specs. Can someone tell me where to put the weapon so that only the missile will detonate when I press the commandbutton I have attached to the selfdestruct mechanism. i think it will look cool, can it be done at all, please help me.

Thanx
CommieDog
17 years ago
In order to have the missile self-destruct (instead of the launcher), you'll have to put the trigger button on the missile and select the missile in order to use the ability.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
Trigger button is the commandbutton, right. Select the missile??????????????Please spell it out more because at this selfdestruct thing I am a noob that need expert help????????


Thanx
Annihilationzh
17 years ago
You need to make the missile selectable, make it move slow enough to select it and give it a commandset with a suicide commandbutton.

Then to detonate it, you would click the missile and click the detonate button.
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.
king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
I got it, just 1 question. The missile detonates on the ground even if it is in the air????? I think its in weaponobjects there is something about heightDieUpdate module?????????????????


This is the missile in weaponobjects:


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
beng
  • beng
  • 66.5% (Friendly)
  • Captain
17 years ago
If you just want the missile to always detonate in the air above it's target then just change the height die to die higher and not snap to ground.

If you want to have it selectable to air burst or ground burst after launching it:

Maybe you can use a status weapon to do it. The OCL that fires the nuke can also fire a status weapon that continually paints the target with a status that damages ALLIES (ie the nuke missile) and the nuke should height die at a greater height, then if the nuke missile dies with that status then it OCLs one kind of object that bursts in the air and if it dies without that status then it OCLs a different object that falls to the ground and dies.

if the player stops the silo from illuminating the target point before the missile dies over it, then the missile will die without the status.
Matthew9170
16 years ago
i am gussing if you want to have missle with a self destruct on it then you could make a new team because the gla 1 section of it hase units selft destruct and put the nuke missle into a infantry unit then put it into the gla factor
Wow, it has been a long time since I was last here.