Posted by: smokezalot16 - Wednesday, March 29, 2017 4:18:40 PM
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
Posted by: acidbrain - Wednesday, March 29, 2017 11:46:40 PM
You could try to add this module to the missile object...
[code=plain]
HeightDieUpdate
TargetHeight = [real number]
TargetHeightIncludesStructures = [Yes/No]
OnlyWhenMovingDown = [Yes/No]
InitialDelay = [integer, milliseconds]
SnapToGroundOnDeath = [Yes/No]
DestroyAttachedParticlesAtHeight = [real number]
End
[/code]
Greetz
Posted by: mr_hymn_ - Thursday, March 30, 2017 10:28:32 PM
[quote=acidbrain;143964]You could try to add this module to the missile object...
[code=plain]
HeightDieUpdate
TargetHeight = [real number]
TargetHeightIncludesStructures = [Yes/No]
OnlyWhenMovingDown = [Yes/No]
InitialDelay = [integer, milliseconds]
SnapToGroundOnDeath = [Yes/No]
DestroyAttachedParticlesAtHeight = [real number]
End
[/code]
Greetz[/quote]
Nice... I am looking for this too.
Posted by: smokezalot16 - Friday, March 31, 2017 1:21:19 AM
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
Posted by: smokezalot16 - Friday, March 31, 2017 1:30:39 AM
And what Height should i Destroy attached Particles and what does this do any ways?
Posted by: acidbrain - Friday, March 31, 2017 5:46:11 AM
[quote=smokezalot16;143972]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
[/quote]
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
[code=plain]
Behavior = HeightDieUpdate Module_HDU
TargetHeight = 25.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
End
[/code]
[quote=smokezalot16;143973]And what Height should i Destroy attached Particles and what does this do any ways?[/quote]
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.