Posted by: bel3ve - Thursday, December 18, 2008 1:22:17 PM
Hey, is there any way to make a Bomber (like the Chinese or Air general) Buy able and usable in game. I mean is there a way that you can say make a Raptor for instance, drop bombs and not shoot missiles. [question] I'm not sure if there is from my experience, but if there is i would LOVE to know how!

Posted by: krit - Thursday, December 18, 2008 2:31:10 PM
Totally possible, you could even replace the Scud missiles on the Scud Storm with Overlord tanks if you wanted to.

Posted by: FatalSwoop - Friday, December 19, 2008 4:35:48 AM
The raptor is gut gut as it stands, a light weight jet for moving targets,, Also the Aurora is the best unit in the game, of course I’m saying this as a player that never ONE WAY’s them,,, Big up the 3 stripe Aurora,,, every time,,, Down to the suicide bomber! FS XV// 004

Posted by: CommieDog - Friday, December 19, 2008 6:03:17 AM
That was absolutely no help at all. Please keep on-topic.

Posted by: FatalSwoop - Friday, December 19, 2008 6:46:46 AM
Yes it was I’m trying to harmonise him with already existing units,, and not mods which are away from the point,,, I only want to promote being good at the original game,,, mods are still cool but, could be taking your attention away from being good at the game we already got,, FS XV// 009

Posted by: krit - Friday, December 19, 2008 8:32:53 AM
[quote=fatalSwoop]Yes it was I’m trying to harmonise him with already existing units,, and not mods which are away from the point,,,[/quote] It doesn't work when the mods [i]are[/i] the points of this topic...

Posted by: bel3ve - Friday, December 19, 2008 9:05:50 AM
Your do mean that I can make a Carpet bomber that docks at the airfield and drops in a nice line! I'm not meaning the aurora bombs. If that is what you mean can you give me a little help on that, as far as I know the carpet bomber thing is special power only. Is there really a way to make the raptor (still me imaginary example!) have a.. Payload = ChinaCarpetBomb ;or whatever else I think PayloadNumber = 3 DeliveryDistance = 50 DropDelay = 300 (cant remember the specifics right now.) Just need a little guidance like This goes in This ini file. or best yet An Example of a buy Able Bomber in game (NOT AURORA) PS - I CAN make a SCUD an overlord. Just replace the W3d model or re identify the W3d Model in Weapon objects! [smile] I fear the buy able carpet bomber wont be as simple.

Posted by: CommieDog - Friday, December 19, 2008 4:35:46 PM
First of all, you won't be able to use an ObjectCreationList if you want the bomber to be a persistent unit. Try cloning the Aurora and changing its weapon's projectile to one of the carpet bombs.

Posted by: bel3ve - Saturday, December 20, 2008 5:55:17 AM
Sadly the aurora is the closest thing I can get to a buy able carpet bomber[angry] I guess its time to mess around with the ini files and see If I can get the Aurora to fly over its target before turning back. Now time for my greatest challenge yet, besides making a red obby laser![grin]

Posted by: yodaman888 - Tuesday, April 21, 2009 5:00:20 PM
I was working on a bomber that seems to be what your looking for I have not made a weapon for it yet but here is the code [code] ;-------------------------------- Object AmericaJetB52unit ; *** ART Parameters *** SelectPortrait = ButtonImage = UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaCountermeasures ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVBomber HideSubObject = BurnerFX03 BurnerFX04 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin ParticleSysBone = WingTip03 JetContrailThin ParticleSysBone = WingTip04 JetContrailThin End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin ParticleSysBone = WingTip03 JetContrailThin ParticleSysBone = WingTip04 JetContrailThin ; afterburner ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = DAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVBomber_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End ; Draw = W3DModelDraw ModuleTag_02 ; DefaultConditionState ; Model = AVBomber_A2U ; End ; ConditionState = DOOR_1_OPENING ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = REALLYDAMAGED ; Model = AVBomber_A2DU ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_OPENING REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED ; Model = AVBomber_A2DU ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; End ; ***DESIGN parameters *** DisplayName = OBJECT:B3 EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 600 BuildCost = 1 BuildTime = 1.0 ;in seconds Prerequisites Object = AmericaCommandCenter End WeaponSet Conditions = None Weapon = PRIMARY End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = AmericaJetAuroraCommandSet ; *** AUDIO Parameters *** SoundAmbient = B3BomberAmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_03 MaxHealth = 250.0 InitialHealth = 250.0 End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level ExperienceValue = 50 50 50 50 ; Experience point value at each level IsTrainable = Yes ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = StealthFighterVoiceSelect VoiceMove = StealthFighterVoiceMove VoiceAttack = StealthFighterVoiceAttack VoiceAttackAir = StealthFighterVoiceAttackAir VoiceGuard = StealthFighterVoiceAirPatrol SoundAmbient = StealthFighterAmbientLoop SoundAmbientRubble = NoSound SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = StealthFighterVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = StealthFighterVoiceMove End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_TAXIING BasicJetTaxiLocomotor Locomotor = SET_NORMAL CINE_B52Locomotor Behavior = TransportContain ModuleTag_06 Slots = 8 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 5000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End [/code] the bomber is a b52 usable in game it has a few glitches with the landings though

Posted by: yodaman888 - Tuesday, April 21, 2009 5:06:45 PM
I keep trying to atach a file to my post that gives you an air field big anough to hold it but it wont let me upload the file

Posted by: bel3ve - Wednesday, April 22, 2009 11:09:35 AM
I figured out a simple way but it can only use one bomb. The "bomber" has a very slow turn rate and firing distance so each bomb has to be dropped on top of target. Then the plane flies over. It only works with one bomb a pass though because the other bombs all compress onto the target. I like your idea better though. [smile]

Posted by: yodaman888 - Wednesday, April 22, 2009 1:55:09 PM
I've been looking into the code of the AuroraBomb object and it seems the reason that it does not fall straight down is because it has a locomotor that goes forward if you copy the object and remove this locomotor it will fall down like a normal bomb It also seems that without this code [code]Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 [/code] the aircraft will fire the weapon but the prjectile object wont appear

Posted by: Annihilationzh - Wednesday, April 22, 2009 2:08:01 PM
This is not tested, but it should work. [code];------------------------------------------------------------------------------ Weapon DropCarpetBombWeapon PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 AttackRange = 50.0 DamageType = UNRESISTABLE DeathType = NORMAL FireOCL = OCL_CarpetBomb DelayBetweenShots = 300 ClipSize = 8 ClipReloadTime = 10000 AutoReloadsClip = RETURN_TO_BASE AcceptableAimDelta = 180 AntiGround = Yes AntiAirborneVehicle = No ShowsAmmoPips = Yes End[/code] [code]; ---------------------------------------------- ObjectCreationList OCL_CarpetBomb CreateObject ObjectNames = CarpetBomb Disposition = LIKE_EXISTING End End[/code] TBH I think I may have forgotten something.

Posted by: yodaman888 - Wednesday, April 22, 2009 2:28:11 PM
I just tested the weapon and it doesnt work for some reason aircraft dont like using fire OCLs the weapon fires but no objects appear edit: ive even changed the name

Posted by: Annihilationzh - Wednesday, April 22, 2009 2:47:17 PM
I did forget something. I used an existing weapon name, so the game used that instead. After testing, I've changed the weapon name in the post, and it works fine for me. I had a king raptor carpet bombing.

Posted by: yodaman888 - Wednesday, April 22, 2009 2:51:18 PM
since annihilationzh weapon didnt work for me I made my own here it is weapon [code] ;------------------------------------------------------------------------------ Weapon CarpetBomberWeapon PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.00001 AttackRange = 200.0 AcceptableAimDelta = 45 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = CarpetBomb_Bomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 75 ClipSize = 10 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ProjectileCollidesWith = STRUCTURES End [/code] weapon object [code] ;------------------------------------------------------------------------------ Object CarpetBomb_Bomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = CarpetBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = FX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Locomotor = SET_NORMAL None End [/code] EDIT: its odd that the weapon wont work for me the reason could be that im using a custom bomber EDIT: sense I cant attach files here I have uploaded the big airfield code to filefront the big airfield is an airfield large enough to hold the custom b52 youll have to make the build codes yourself [url http://files.filefront.com/big+airfield+codezip/;13642050;/fileinfo.html[/url]

Posted by: Annihilationzh - Thursday, April 23, 2009 9:18:23 AM
Has anyone managed to get one flying in a straight line when they drop the bombs? I used an attack locomotor that barely turns, but they ended up flying straight off the map if they didn't use their entire payload.

Posted by: yodaman888 - Thursday, April 23, 2009 12:45:44 PM
the only way I can get it to drop straight is make the attack range start before it gets to the target but this means you have to aim ahead of the target to get mutiple bombs to hit

Posted by: Annihilationzh - Thursday, April 23, 2009 1:27:55 PM
Yeah, I can get it to go in a straight line until it gets there, but I can't get it to continue after it's reached it's target. It then turns round and starts circling over the target until it has dropped it's entire payload. An irritating problem.

Posted by: yodaman888 - Thursday, April 23, 2009 5:36:56 PM
I wonder if there is a code for the weapon.ini data that forces it to drop its entire payload once it started to atack then that coupled with the locomotive you made would solve the problem EDIT: I found a new code in the weapon.ini [code] PreAttackDelay = 75 PreAttackType = PER_SHOT ; Do the delay every single shot [/code] in this code the attack happens but the preAttack delay keeps it from firing until the delay is up so you give a weapon 0 delay and the preAttack delay keeps it from firing until the weapons delay runs out and then it will fire even after it passes the target

Posted by: Annihilationzh - Friday, April 24, 2009 2:12:50 AM
I don't understand your logic. It didn't make any difference.

Posted by: CommieDog - Friday, April 24, 2009 10:23:18 AM
You may be able to have bombers attack targets behind them while moving away by adding a dummy turret with a high rotation speed.

Posted by: Annihilationzh - Friday, April 24, 2009 12:30:54 PM
My weapon code has this line: [code] AcceptableAimDelta = 180[/code] So the plane can already do that. The AI just doesn't like to.

Posted by: Sky Demon - Saturday, July 4, 2009 9:18:23 AM
I may not have much to contribute to the accomplishment of your mod but I just want to say that I admire the idea and hope you succeed. I have always liked the idea of being able to build a unit that employs the same "carpet bomb" style attack. Never really cared much for the "one bomb" drop from the aurora.