Sorry that this isn't complete, but it's very close to being there (but untested), if you
still need assistance then give me a shout and I'll continue early tommorow morning. Until then I've a lovely young lady to attend to (big grins).
Okay, here's your weapon.ini entry as far as I've gotten. It's still missing that all important tag that makes it detonate mid-air. I'm wondering if a lifetime of sorts should be specified in the projectile entry itself (see if the Tomahawk missile has something like that - it dissapears if it spends too much time in the air).
Code:
Weapon AirBurstMissileWeapon
PrimaryDamage = 75.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 40.0
SecondaryDamageRadius = 30.0
DamageType = EXPLOSION
DeathType = EXPLODED
AttackRange = 320.0
MinimumAttackRange = 80.0
LeechRangeWeapon = Yes
ProjectileObject = AirBurstMissileObject
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 300
ClipReloadTime = 8000
ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation
ProjectileDetonationOCL = OCL_AirBurstBombs
DamageDealtAtSelfPosition = Yes
ProjectileCollidesWith = STRUCTURES
End
Okay, now here come your weaponobject.ini entries. The first is the missile itself, which is pretty standard minus it's locomotor. The second is a bomb object that drops and hits the ground and detonates, which is also pretty standard.
Code:
Object AirBurstMissileObject
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVRaptor_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 0.0
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
FX = FX_GenericMissileDeath
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 10000
InitialVelocity = 75 ; in dist/sec
IgnitionDelay = 30
IgnitionFX = FX_NapalmMissileIgnition
End
Locomotor = SET_NORMAL AirBurstMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
Object AirBurstBombObject
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EXCarptBmb
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:CarpetBomb
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1
VisionRange = 300.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1
ForwardFriction = 33
CenterOfMassOffset = 2
End
Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End
Behavior = FXListDie ModuleTag_08
DeathFX = FX_CarpetBomb
End
Behavior = DestroyDie ModuleTag_09
;nothing
End
End
Here's an OCL entry, which creates multiple bomb objects when triggered (already triggered by the collision with target death of the first weapon projectile). There shouldn't be any problems seeing what I've done here. I'm assuming that I can inherit velocity and send something flying at the same time, I may be wrong.
Code:
ObjectCreationList OCL_AirBurstBombs
CreateObject
ObjectNames = AirBurstBombObject
Disposition = SEND_IT_FLYING INHERIT_VELOCITY
DispositionIntensity = 1
Count = 4
RequiresLivePlayer = No
End
End
Lastly, here's a locomotor for your missile. It may need tweaking to allow it to climb after launch. Take a look at aircraft for that. It basically is a normal missile with no turning ability which has a minimum flight height, like an airburst missile should to allow it to burst in mid-air.
Hope there's enough to work with. If you're lucky, someone will finish that off this afternoon / tonight anyhow.
AmberZ
Edit: Forgot the locomotor. Women really ARE distracting eh?
Code:
Locomotor AirBurstMissileLocomotor
Surfaces = AIR
Speed = 300
MinSpeed = 120
Acceleration = 900
Braking = 0
TurnRate = 0
MaxThrustAngle = 15
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 70
End
There we go ^_^