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.