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Old 08-08-2004, 10:47 PM   #7 (permalink)
Slon
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Join Date: Aug 2004
Posts: 69
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Oops, here's the weapon, I did do it, I just forgot to add it:

Code:
Weapon JetNuclearBomb
  PrimaryDamage           = 1000.0            
  PrimaryDamageRadius     = 40.0      
  AttackRange             = 350.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 1000
  ProjectileObject        = SupW_AuroraFuelAirBomb

 ; FireFX                  = FX_AuroraBombLaunch
;  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; 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

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End
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