I was coding the K-Wing Strike for Imperial assault and got everything done except that it won't execute the power. Here's my code.
SpecialPower.INI
Code:
SpecialPower SuperweaponK_WingStrike
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 1000 ; in milliseconds
RequiredScience = SCIENCE_KWingStrike
PublicTimer = Yes
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 100
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Science.INI
Code:
Science SCIENCE_KWingStrike
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:ChinaNapalmStrike
Description = CONTROLBAR:ToolTipChinaScienceNapalmStrike
END
ObjectCreationList.INI
Code:
ObjectCreationList SUPERWEAPON_KWingStrike
DeliverPayload
Transport = AmericaJetAurora
FormationSize = 5
FormationSpacing = 35.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = AuroraBomb 1
FireWeapon = Yes
DeliveryDistance = 300
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
CommandButton.INI
Code:
CommandButton Command_PurchaseScienceKWingStrike
Command = PURCHASE_SCIENCE
Science = SCIENCE_KWingStrike
ButtonImage = SNFirestorm
ButtonBorderType = UPGRADE
END
CommandButton Command_KWingStrike
Command = SPECIAL_POWER
SpecialPower = SuperweaponK_WingStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_KWingStrike
TextLabel = CONTROLBAR:NapalmStrike
ButtonImage = SNFirestorm
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipNapalmStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
END
CommandButton Command_KWingStrike
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponK_WingStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_KWingStrike
TextLabel = CONTROLBAR:NapalmStrike
ButtonImage = SNFirestorm
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipNapalmStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
END
CommandSet.INI
Code:
CommandSet ChinaCommandCenterCommandSet
1 = Command_ConstructChinaDozer
2 = Early_Command_ChinaCarpetBomb
3 = Command_NapalmStrike
4 = Command_ClusterMines
5 = Command_CashHack
6 = Command_ArtilleryBarrage
7 = Command_EmergencyRepair
8 = Command_EMPPulse
10 = Command_KWingStrike
11 = Command_UpgradeChinaRadar
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet Command_KWingStrike
1= Command_KWingStrike
End
CommandSet SCIENCE_CHINA_CommandSetRank3
1 = Command_PurchaseScienceClusterMines
2 = Command_PurchaseScienceKWingStrike
3 = Early_Command_PurchaseScienceCarpetBomb
4 = Command_PurchaseScienceArtilleryBarrage1
5 = Command_PurchaseScienceArtilleryBarrage2
6 = Command_PurchaseScienceArtilleryBarrage3
7 = Command_PurchaseScienceCashHack1
8 = Command_PurchaseScienceCashHack2
9 = Command_PurchaseScienceCashHack3
10 = Command_PurchaseScienceEmergencyRepair1
11 = Command_PurchaseScienceEmergencyRepair2
12 = Command_PurchaseScienceEmergencyRepair3
13 = Command_PurchaseScienceFrenzy1
14 = Command_PurchaseScienceFrenzy2
15 = Command_PurchaseScienceFrenzy3
End
AmericaAir.INI
Code:
Object AmericaJetAurora
SelectPortrait = SAAurora_L
ButtonImage = SAAurora
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVAurora
HideSubObject = BurnerFX03 BurnerFX04
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = JETEXHAUST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = JETEXHAUST JETAFTERBURNER
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = BurnerFX03 BurnerFX04
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End
ConditionState = REALLYDAMAGED
Model = AVAurora_D
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVAurora_D
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVAurora_D
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
ShowSubObject = BurnerFX03 BurnerFX04
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = RUBBLE
Model = AVAurora_D1
HideSubObject = None
ShowSubObject = None
End
ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVAurora_D1
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
OkToChangeModelColor = Yes
End
DisplayName = OBJECT:Aurora
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0
VisionRange = 180.0
ShroudClearingRange = 600
Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
End
BuildCost = 2500
BuildTime = 30.0
WeaponSet
Conditions = None
Weapon = PRIMARY AuroraBombWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
ExperienceValue = 200 200 400 400
ExperienceRequired = 0 200 400 800
IsTrainable = Yes
CrusherLevel = 1
CrushableLevel = 2
CommandSet = AmericaJetAuroraCommandSet
VoiceSelect = AuroraBomberVoiceSelect
VoiceMove = AuroraBomberVoiceMove
VoiceGuard = AuroraBomberVoiceSuperSonic
VoiceAttack = AuroraBomberVoiceAttack
VoiceDefect = AuroraBomberVoiceCreate
SoundAmbient = AuroraBomberAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = AuroraBomberVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = AuroraBomberVoiceLowFuel
End
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 80.0
InitialHealth = 80.0
End
Behavior = JetSlowDeathBehavior ModuleTag_30
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp
DestructionDelay = 99999999
RollRate = 0.2
RollRateDelta = 100%
PitchRate = 0.0
FallHowFast = 110.0%
FXInitialDeath = FX_AuroraDeathInitial
OCLInitialDeath = OCL_AuroraDeathHitGround
DelaySecondaryFromInitialDeath = 500
FXSecondary = FX_JetDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_AuroraDeathHitGround
DelayFinalBlowUpFromHitGround = 200
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
DeathLoopSound = Cin_MigFalling
End
Behavior = SpecialPowerCompletionDie ModuleTag_03
SpecialPowerTemplate = SuperweaponK_WingStrike
End
Behavior = OCLSpecialPower ModuleTag_05
SpecialPowerTemplate = SuperweaponK_WingStrike
OCL = SUPERWEAPON_K_WingStrike
CreateLocation = USE_OWNER_OBJECT
End
Behavior = DeliverPayloadAIUpdate ModuleTag_60
DoorDelay = 0
End
Behavior = EjectPilotDie ModuleTag_40
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR
End
Behavior = PhysicsBehavior ModuleTag_15
Mass = 500.0
End
Behavior = ExperienceScalarUpgrade ModuleTag_06
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0
End
Behavior = JetAIUpdate ModuleTag_07
OutOfAmmoDamagePerSecond = 10%
TakeoffDistForMaxLift = 0%
TakeoffPause = 500
MinHeight = 5
SneakyOffsetWhenAttacking = -20.0
AttackLocomotorType = SET_SUPERSONIC
AttackLocomotorPersistTime = 1100
AttackersMissPersistTime = 3000
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000
End
Locomotor = SET_NORMAL AuroraJetLocomotor
Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare
VolleySize = 2
VolleyArcAngle = 60.0
VolleyVelocityFactor = 2.0
DelayBetweenVolleys = 1000
NumberOfVolleys = 3
ReloadTime = 0
EvasionRate = 25%
ReactionLaunchLatency = 0
MissileDecoyDelay = 200
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_22
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89
End
Thats my code. I ran it through WB and it came up clean. The attack just won't execute.
And where would I find "SPECIAL_NAPALM_STRIKE"?
Thank you to all you coders who work so hard. This was the first time I realized that coding was so hard.