OK, put this in special power:
Quote:
SpecialPower SuperweaponNeutronMissileBaikur
Enum = SPECIAL_NEUTRON_MISSILE
ReloadTime = 3600 ;in milliseconds. min is 2x door/open close time!
; InitiateSound = AirRaidSiren plays at source
InitiateAtLocationSound = NukeAirRaidSiren ; plays at target
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 210
End
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In factionbuilding under the nuclear missile silo entries, at the end of the entries
Quote:
Behavior = OCLSpecialPower ModuleTag_22
SpecialPowerTemplate = SuperweaponNeutronMissileBaikur
OCL = SuperweaponNeutronMissileBaikur
End
Behavior = MissileLauncherBuildingUpdate ModuleTag_23
SpecialPowerTemplate = SuperweaponNeutronMissile
DoorOpenTime = 8000
DoorWaitOpenTime = 2000
DoorCloseTime = 8000
; FXLists to play at transitions:
DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen
;DoorOpenFX = FX_ABPowerPlantExplode
DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
;DoorClosingFX = FX_ABPowerPlantExplode
;DoorClosedFX = FX_ABPowerPlantExplode
; looping sound to play while open:
DoorOpenIdleAudio = BuildingNeutronMissileHiss
End
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CommandButton
Quote:
CommandButton Command_NeutronMissileBaikur
Command = SPECIAL_POWER
SpecialPower = SuperweaponNeutronMissileBaikur
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NeutronMissile
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipFireNukeMissile
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
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Commandset for the nuke silo
Quote:
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2 = Command_NeutronMissileBaikur
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OCL.ini
Quote:
ObjectCreationList SUPERWEAPON_NeutronMissileBaikur
FireWeapon
Weapon = NeutronMissileWeaponBaikur
End
End
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Weapon.ini
Quote:
Weapon NeutronMissileWeaponBaikur
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 99999 ; not used for this weapon (it's "special")
DamageType = RADIATION ; not used for this weapon (it's "special")
DeathType = NORMAL
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = NeutronMissileBaikur
ProjectileExhaust = NeutronMissileExhaust
FireFX = WeaponFX_NeutronMissile
ProjectileDetonationFX = None ; not used for this weapon (it's "special")
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; not used for this weapon (it's "special")
ClipSize = 1 ; not used for this weapon (it's "special")
ClipReloadTime = 0 ; not used for this weapon (it's "special")
AutoReloadsClip = No ; not used for this weapon (it's "special")
End
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Factionunit. ini
Quote:
Object NeutronMissileBaikur
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBNRocket
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NeutronMissile
KindOf = UNATTACKABLE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End
Behavior = NeutronMissileUpdate ModuleTag_03
DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first
MaxTurnRate = 7200 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 210
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 100.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End
Behavior = SpecialPowerCompletionDie ModuleTag_05
SpecialPowerTemplate = SuperweaponNeutronMissile
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 60.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 3500.0 ;damage within inner radius of blast
Blast6MinDamage = 300.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0
End
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Now just edit the damages, the ocl's for the radiation fields, and you're done.
Only problem with this code is that the nuke door's don't open when the baikur nuke is finished charging, that and if both the missiles charge at the same time, theyll fire from the same launcher... which looks strange.