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Old 07-15-2006, 03:13 AM   #1 (permalink)
jimmieshields
Junior Member
 
Join Date: Jul 2005
Posts: 4
Default Dumb bombs overshooting targets & sliding on the ground

Hello all

I recently posted 'Have super weapons, button's, shortcut's, jet's etc., bombs don't drop WTF? topic. I'd like 2 thank all whom have helped in looking into the INI's. Thanks, again.

News Flash! with the help of many not just in the DeeZire Forms but across the C&C modding community I funking got the F4 Napalm Strike to work. How with trial and errrrrrror. Seriously now it gets interesting when I select the target the bombs overshoot their target, but do detonate and what's even wicked is that the bombs slide on the ground until they hit a solid structure be it a rock, hill, or building to stop there momentum and the bomb models stay in game and don't disentigrate. It's like they never blew up?

I've been mostly working with 'WeaponObject', 'ObjectCreationList', and Weapon.INI's' I am sure there is code somewhere that will drop the dumb bombs accurately on target. And one for the sliding dumb bombs.

Here are the INI's

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

WeaponObject.INI

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

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

; ***DESIGN parameters ***
DisplayName = OBJECT:F4NapalmBomb
EditorSorting = SYSTEM
VisionRange = 300.0 ; 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 = PROJECTILE
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
; DeathTypes = ALL ;NONE +DETONATE
; FX = FX_F4NapalmBombExplosion ; we detonated normally
; OCL = OCL_F4NapalmBomb ; 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

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

ObjectCreationsList.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:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0
Payload = F4NapalmBomb 1
; FireWeapon = Yes
DeliveryDistance = 400
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:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0
Payload = F4NapalmBomb 1
; FireWeapon = Yes
DeliveryDistance = 400
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:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0
Payload = F4NapalmBomb 1
; FireWeapon = Yes
DeliveryDistance = 400
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:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0
Payload = F4NapalmBomb 1
; FireWeapon = Yes
DeliveryDistance = 400
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

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

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 = 99999.0 ; dist/sec
AttackRange = 300.0
MinimumAttackRange = 100.0
ProjectileObject = F4NapalmBomb
; ProjectileExhaust = MissileExhaust
RadiusDamageAffects = SELF 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
ProjectileDetonationFX = WeaponFX_F4NapalmBombDetonation
End

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