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Old 07-13-2006, 09:43 PM   #1 (permalink)
jimmieshields
Junior Member
 
Join Date: Jul 2005
Posts: 4
Default Have superweapon, buttons, shortcuts, jets. Bombs don't drop

Hello all

I have recently added two new special power super weapons to my C&C ZH USA side.

1 - 'B1 carpet bombing'

2 - 'F4 Napalm Strike'

Both work fine EXCEPT for the 'F4 Napalm Strike'. Here's the thing I push the button for The F4 Napalm Strike I get the taget radius but, when the F4(s) reach their target they just flyby over it and don't drop their munitions WTF? Any how I'm posting my INI's here. Please let me know what I missed?

Thanks!

(I am omiting the 'CommandButton.INI', 'CommandSet.INI' & 'FactionBuilding.INI' because I have stated that the two new special powers are allocated correctly buttons, shortcuts etc,.)

;------------------------------------------------------------------------------------

AmericaAir.INI

;----------------------------------------------------------------------------------
Object AmericaJetF4phantom

; *** ART Parameters ***
SelectPortrait = F4_L
ButtonImage = F4

; UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = F4phantom
HideSubObject = BurnerFX01
WeaponLaunchBone = PRIMARY WeaponA01
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01
ParticleSysBone = Engine01 JetLenzflare
End

ConditionState = REALLYDAMAGED
Model = F16Falcon_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = F16Falcon_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = F16Falcon_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01
ParticleSysBone = Engine01 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = F16Falcon_D1
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = F16Falcon_D1
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:F4phantom
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
Science = SCIENCE_F4NapalmStrike1
End
CommandSet = Command_ScriptedTransportDrops

WeaponSet
Conditions = None
Weapon = PRIMARY F4NapalmBombWeapon
End
; WeaponSet
; Conditions = PLAYER_UPGRADE
; Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon
; End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End

; BuildCost = 700
; BuildTime = 15
ExperienceValue = 50 50 100 150 ;Experience point value at each level
; ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
; IsTrainable = Yes ;Can gain experience
; CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
; CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; CommandSet = AmericaJetRaptorCommandSet

; *** AUDIO Parameters ***
; VoiceSelect = RaptorVoiceSelect
; VoiceMove = RaptorVoiceMove
; VoiceAttack = RaptorVoiceAttack
; VoiceAttackAir = RaptorVoiceAttackAir
; VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
; SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
; Afterburner = RaptorAfterburner
; VoiceLowFuel = RaptorVoiceLowFuel
; VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 160.0
InitialHealth = 160.0
End

; Behavior = WeaponSetUpgrade ModuleTag_03
; TriggeredBy = Upgrade_AmericaLaserMissiles
; End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_04
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

; Behavior = ExperienceScalarUpgrade ModuleTag_05
; TriggeredBy = Upgrade_AmericaAdvancedTraining
; AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
; End

Behavior = JetSlowDeathBehavior ModuleTag_06
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_07
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
; VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_08
Mass = 500.0
End

Behavior = OCLSpecialPower ModuleTag_09
SpecialPowerTemplate = SuperweaponF4NapalmStrike
UpgradeOCL = SCIENCE_F4NapalmStrike3 SUPERWEAPON_F4NapalmStrike3
UpgradeOCL = SCIENCE_F4NapalmStrike2 SUPERWEAPON_F4NapalmStrike2
OCL = SUPERWEAPON_F4NapalmStrike1
CreateLocation = USE_OWNER_OBJECT
ScriptedSpecialPowerOnly = Yes
End

Behavior = DeliverPayloadAIUpdate ModuleTag_10
DoorDelay = 500
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ; time in between each item dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End

Behavior = TransportContain ModuleTag_11
Slots = 100 ; hey, it's a BIG transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA01
AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
End

Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

; Behavior = JetAIUpdate ModuleTag_13
; OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
; TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
; TakeoffPause = 500
; MinHeight = 5
; ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
; ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
; End

Locomotor = SET_NORMAL RaptorJetLocomotor
; Locomotor = SET_TAXIING BasicJetTaxiLocomotor

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End


Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

;------------------------------------------------------------------------------------

WeaponObject.INI

;------------------------------------------------------------------------------------
Object F4NapalmBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:NapalmBomb
EditorSorting = SYSTEM
VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to*
TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
KindOf = PRELOAD NO_COLLIDE UNATTACKABLE;
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = AIUpdateInterface ModuleTag_03
End

Locomotor = SET_NORMAL None

; ---- begin Projectile death behaviors
; Behavior = InstantDeathBehavior DeathModuleTag_01 ;<<<<YOU ARE HERE<<<<
; DeathTypes = NONE +DETONATE
; 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 = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 0.1 ; this is now friction-per-sec
ForwardFriction = 0.1 ; this is now friction-per-sec
CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End

; Behavior = CreateObjectDie ModuleTag_05
; DeathTypes = ALL
; CreationList = OCL_F4NapalmBomb
; CreationList = OCL_FirestormSmall
; End

Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End

Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = SuperweaponF4NapalmStrike
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
DeathWeapon = F4NapalmBombWeapon
StartsActive = Yes
; ConflictsWith = Upgrade_ChinaBlackNapalm
End

; Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
; DeathWeapon = BlackNapalmBombWeapon
; StartsActive = No
; TriggeredBy = Upgrade_ChinaBlackNapalm
; End

Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
Scale = 0.7

End

;------------------------------------------------------------------------------------

ObjectCreationList.INI

;------------------------------------------------------------------------------------
ObjectCreationList OCL_F4NapalmBomb
CreateObject
ObjectNames = F4NapalmBomb
Disposition = LIKE_EXISTING INHERIT_VELOCITY
Count = 1
MinLifetime = 3000
MaxLifetime = 3000
Offset = X:30 Y:0 Z:0
End
End

;------------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_F4NapalmStrike
DeliverPayload
Transport = AmericaJetF4phantom
;FormationSize = 1
;FormationSpacing = 35.0
WeaponConvergenceFactor = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = NapalmBomb
FireWeapon = Yes
DeliveryDistance = 150
PreOpenDistance = 300
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

;------------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_F4NapalmStrike1
DeliverPayload
Transport = AmericaJetF4phantom
FormationSize = 1
FormationSpacing = 35.0
WeaponConvergenceFactor = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = NapalmBomb
FireWeapon = Yes
DeliveryDistance = 150
PreOpenDistance = 300
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

;------------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_F4NapalmStrike2
DeliverPayload
Transport = AmericaJetF4phantom
FormationSize = 2
FormationSpacing = 35.0
WeaponConvergenceFactor = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = NapalmBomb
FireWeapon = Yes
DeliveryDistance = 150
PreOpenDistance = 300
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

;------------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_F4NapalmStrike3
DeliverPayload
Transport = AmericaJetF4phantom
FormationSize = 3
FormationSpacing = 35.0
WeaponConvergenceFactor = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = NapalmBomb
FireWeapon = Yes
DeliveryDistance = 150
PreOpenDistance = 300
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

;------------------------------------------------------------------------------------

Science.INI

;------------------------------------------------------------------------------------
Science SCIENCE_F4NapalmStrike
PrerequisiteSciences = None
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:F4NapalmStrike
Description = SCIENCE:ToolTipF4NapalmStrike
End

Science SCIENCE_F4NapalmStrike1
PrerequisiteSciences = SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:F4NapalmStrike1
Description = CONTROLBAR:ToolTipF4NapalmStrike
End

Science SCIENCE_F4NapalmStrike2
PrerequisiteSciences = SCIENCE_F4NapalmStrike1 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:F4NapalmStrike2
Description = CONTROLBAR:ToolTipF4NapalmStrike
End

Science SCIENCE_F4NapalmStrike3
PrerequisiteSciences = SCIENCE_F4NapalmStrike2 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:F4NapalmStrike3
Description = CONTROLBAR:ToolTipF4NapalmStrike
End

;------------------------------------------------------------------------------------

SpecialPower.INI

;------------------------------------------------------------------------------------
SpecialPower SuperweaponF4NapalmStrike
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 120000 ; in milliseconds
RequiredScience = SCIENCE_F4NapalmStrike1
PublicTimer = No
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

;------------------------------------------------------------------------------------

Weapon.INI

;------------------------------------------------------------------------------------
Weapon F4NapalmBombWeapon
PrimaryDamage = 75.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 40.0
SecondaryDamageRadius = 30.0
DamageType = EXPLOSION ; since creates OCL_FirestormSmall to do the flame damage
DeathType = EXPLODED
WeaponSpeed = 10 ; dist/sec
AttackRange = 10.0
MinimumAttackRange = 0.0
ProjectileObject = NONE
; ProjectileExhaust = MissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
AntiGround = Yes
FireOCL = OCL_FirestormSmall
DamageDealtAtSelfPosition = Yes
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
End

;------------------------------------------------------------------------------------
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