Posted by: NewNightmare - Monday, September 12, 2011 5:23:15 PM
Sup all
I've encountered a problem on my Megahawk, I am trying to make it a cluster bomb, but I cant figure out 4 sh*t how to do this...
I have 2 weapons and an OCL as follows:
Weapons:
[code]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
[/code]
OCL:
[code]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[/code]
And then the weapon object:
[code]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[/code]
I guess that's all I need to make it work... the question is.. how ???
Posted by: NewNightmare - Monday, September 12, 2011 5:43:12 PM
Attempted to make a new projectile with an OCL like this:
[code] Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
OCL = OCL_MegaHawkMissileCluster
End[/code]
Still no effect ;/
Posted by: NewNightmare - Tuesday, September 13, 2011 1:08:58 AM
****EDIT**** (13/9/11 16:54 GMT+0 ;P)
****EDIT2**** (13/9/11 18:04 GMT+0 ;PP)
Solved, here it is:
Weapons:
[code]
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[/code]
Objects:
[code]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[/code]
P.S I've my own fx added so you might get some bugs