Ok, obviously I'm not getting something here.
- Generals uses a projectile (CarpetBomb) for the carpet buomb, that upon it's death, triggers use of a weapon (CarpetBombWeapon) that does the actual damage.
-the migs fire missiles (NapalmMissile) that upon impact with something can spawn a firefield.
so my question is, how would I combine these two behaviors?
I've activated the carpet bomb, works fine.
I've activated the napalm strike, found it lacking, so I'm tweaking it a bit. I want it to act somewhat like how the carpet bomb does... I want the migs to drop bombs that explode into napalm patches.
I just can't figure out how to change the FX of the carpet bomb into napalm explosions ala the mig's missiles, nor how to spawn the fire field things.
I guess the problem is, the carpet bombs are dropped out of the plane whereas the mig missiles are fired and then explode on target. I'm not skilled enough to figure out how to do this.
Here's my code so far
In Factionunit.ini:
Code:
;------------------------------------------------------------------------------
Object NapalmCarpetBomb
; *** 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 = NapalmCarpetBombWeapon
StartsActive = Yes
End
Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End
Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = SuperweaponNapalmStrike
End
Behavior = FXListDie ModuleTag_08
DeathFX = FX_CarpetBomb
End
Behavior = DestroyDie ModuleTag_09
;nothing
End
End
in weapon.ini:
Code:
;------------------------------------------------------------------------------
Weapon NapalmCarpetBombWeapon
PrimaryDamage = 30.0
PrimaryDamageRadius = 100.0
AttackRange = 100.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; should this affect allies? @todo srj
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
End
and in objectcreationlist.ini:
Code:
ObjectCreationList SUPERWEAPON_NapalmStrike
DeliverPayload
Transport = ChinaJetMIGNapalmStriker
FormationSize = 5
FormationSpacing = 35.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 160
Payload = NapalmCarpetBomb 3
DeliveryDistance = 200
;WeaponConvergenceFactor = 1.0
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCNapalmStrike_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Any help/guidance?