Here you go:
WeaponObject.ini
Code:
;------------------------------------------------------------------------------
Object MultiMissile1
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UBScudStrm_M
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:MultiMissile
Side = Tibs
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100000.0
InitialHealth = 100000.0
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = ALL
; we detonated normally. No effect, since it is in weapon. Don't want to double.
; FX = FX_ArtilleryBarrage
OCL = OCL_MultiMissileWarhead1
End
;Behavior = InstantDeathBehavior DeathModuleTag_02
; DeathTypes = NONE +LASERED
; ; shot down by laser.
; FX = FX_GenericMissileDisintegrate
; OCL = OCL_GenericMissileDisintegrate
;End
;Behavior = InstantDeathBehavior DeathModuleTag_03
; DeathTypes = ALL -LASERED -DETONATED
; ; shot down by nonlaser.
; FX = FX_GenericMissileDeath
;End
; ---- end Projectile death behaviors
Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
DeathWeapon = MinigunnerCreationWeapon;MultiMissileWarheadWeapon1
StartsActive = Yes
End
Behavior = PhysicsBehavior ModuleTag_08
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_09
TryToFollowTarget = Yes
FuelLifetime = 10000
InitialVelocity = 30 ; in dist/sec
IgnitionDelay = 0
End
Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor
Behavior = HeightDieUpdate ModuleTag_10
TargetHeight = 75.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
End
Behavior = SpecialPowerCompletionDie ModuleTag_11
SpecialPowerTemplate = SuperweaponMultiMissile
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
;------------------------------------------------------------------------------
Object MultiMissileBomblet
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UVRockBug_m
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = MultiMissileBombletWeapon
StartsActive = Yes
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 1800
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 3
IgnitionFX = FX_BuggyMissileIgnition
End
Locomotor = SET_NORMAL GenericTDMissileLocomotor
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 1.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
Weapon.ini:
Code:
;------------------------------------------------------------------------------
Weapon MultiMissileWarheadWeapon1
DamageType = FLAME
DeathType = BURNED
ProjectileDetonationOCL = OCL_MultiMissileWarhead1
MissileCallsOnDie = Yes
End
;------------------------------------------------------------------------------
Weapon MultiMissileBombletWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 40.0
AttackRange = 125.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileDetonationFX = FX_ArtilleryBarrage
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
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
ObjectCreationList.ini:
Code:
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_MultiMissile1
DeliverPayload
Transport = BigMissile ;Can substitute with another transport vehicle, look at the Artillery Barrage OCL code
FormationSize = 1
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 50 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = MultiMissile1 ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = MinigunnerCreationWeapon ;Doesn't really matter
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
DeliveryDecalRadius = 150
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
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_MultiMissileWarhead1
CreateObject
ObjectNames = MultiMissileBomblet
Disposition = SEND_IT_FLYING RANDOM_FORCE
DispositionIntensity = 0.4
Count = 5
End
End