Quote:
SpecialPower SuperweaponParticleUplinkCannon
Enum = SPECIAL_PARTICLE_UPLINK_CANNON
ReloadTime = 240000 ; in milliseconds
PublicTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
End
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Ok this is the declaration of the particle cannon superweapon in SpecialPower.ini
Enum=not really sure I think it is just a name string
ReloadTime=time it takes to fire again in milliseconds
PublicTimer=can others see the countdown
ViewObjectDuration=time in milliseconds that you can see the area that is going to be effected by the superweapon
ViewObjectRange=range that is uncovered for the duration
Quote:
Weapon ParticleUplinkCannonBeamTrailRemnantWeapon
PrimaryDamage = 15.0 ;30.0
PrimaryDamageRadius = 10.0
DamageType = PARTICLE_BEAM
DeathType = BURNED
WeaponSpeed = 250 ; dist/sec
; FireFx left commented out to illustrate particle presence is on object
;FireFX = WeaponFX_SmallFireFieldWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
End
|
This is the actual weapon I think that the particle cannon uses for damage against purposes (weapon.ini)
Quote:
Object ParticleUplinkCannon_MediumConnectorLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 0.4 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)
OuterBeamWidth = 1.2 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)
;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.
;@todo -- add shot ability functionality (instead of instant point A to B)
End
KindOf = IMMOBILE
ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End
;------------------------------------------------------------------------------
Object ParticleUplinkCannon_IntenseConnectorLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)
OuterBeamWidth = 2.0 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)
;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.
;@todo -- add shot ability functionality (instead of instant point A to B)
End
KindOf = IMMOBILE
ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End
;------------------------------------------------------------------------------
Object ParticleUplinkCannon_OrbitalLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXNoise02.tga
NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+)
TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)
OuterBeamWidth = 26.0 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)
;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.
;@todo -- add shot ability functionality (instead of instant point A to B)
End
; *** DESIGN Parameters ***
VisionRange = 100
ShroudClearingRange = 120
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End
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alright this is the Particle Cannon's laser draw sections in which to make the beam ingame the connector lasers (the first 2) I THINK is the beam that comes from the particle cannon building (that goes to the sky) the Intense is probably when the beam is at full power and the medium is when it is turning off (getting smaller) also the connectors may act for the fade away for the hitting beam too. The OrbitalLaser one is the actual beam that hits the enemies, that ScrollRate & TilingScalar are the things that allow you to move the beam while it is firing.
Quote:
ParticleSystem ParticleUplinkCannon_LaunchFlare
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar5.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = -1.00 1.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 1.00 1.00
Gravity = 0.00
Lifetime = 80.00 80.00
SystemLifetime = 1
Size = 40.00 60.00
StartSizeRate = 0.00 0.00
SizeRate = 6.00 8.00
SizeRateDamping = 0.90 0.92
Alpha1 = 0.00 0.00 0
Alpha2 = 0.25 0.25 5
Alpha3 = 0.00 0.00 30
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 80
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 0.00 0.00
BurstCount = 2.00 2.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = LINE
VolLineStart = X:0.00 Y:0.00 Z:-6.00
VolLineEnd = X:0.00 Y:0.00 Z:-6.00
IsHollow = Yes
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
|
this is the shooting of the beam from the building into space
(me still a bit clueless on all that ParticleSystems.ini stuff)
Quote:
ParticleSystem ParticleCannonUplink_HitFlare
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar2.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.98 0.98
Gravity = 0.00
Lifetime = 100.00 100.00
SystemLifetime = 1
Size = 20.00 20.00
StartSizeRate = 0.00 0.00
SizeRate = 5.00 8.00
SizeRateDamping = 0.90 0.90
Alpha1 = 0.00 0.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 100
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 0.00 0.00
BurstCount = 2.00 2.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = OUTWARD
VelOutward = 0.00 0.00
VelOutwardOther = 0.00 0.00
VolumeType = LINE
VolLineStart = X:0.00 Y:0.00 Z:8.00
VolLineEnd = X:0.00 Y:0.00 Z:8.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
|
The Impact to ground (explosion) of the particle beam
Quote:
ParticleSystem ParticleUplinkCannon_Magma
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXexplo03.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = -5.00 5.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.20 0.20
Gravity = 0.00
Lifetime = 200.00 200.00
SystemLifetime = 1
Size = 20.00 20.00
StartSizeRate = 0.00 0.00
SizeRate = 0.00 0.00
SizeRateDamping = 0.99 0.99
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 100
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:0 B:0 0
Color2 = R:255 G:152 B:83 25
Color3 = R:0 G:0 B:0 200
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 5.00 5.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 10.00
VolCylinderLength = 0.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
|
this is that goo or stuff that comes off of the impact of beam site
Quote:
ParticleSystem ParticleUplinkCannon_Sparks
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar2.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 0.00 0.00
VelocityDamping = 0.90 0.95
Gravity = -0.10
Lifetime = 50.00 50.00
SystemLifetime = 5
Size = 2.00 4.00
StartSizeRate = 0.00 0.00
SizeRate = 0.25 0.40
SizeRateDamping = 0.80 0.85
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 50
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 15.00 20.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = CYLINDRICAL
VelCylindricalRadial = 3.00 4.00
VelCylindricalNormal = 3.00 5.00
VolumeType = POINT
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
|
also comes off of the explosion of the beam impact (also not sure if sparks and magma are used in differemt places but this is my best understanding so far)
Quote:
ParticleSystem ParticleUplinkCannon_Shockwave
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXShockWav.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 7.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.70 0.70
Gravity = 0.00
Lifetime = 30.00 30.00
SystemLifetime = 10
Size = 3.00 3.00
StartSizeRate = 0.00 0.00
SizeRate = 2.00 8.00
SizeRateDamping = 0.85 0.90
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:197 G:185 B:117 0
Color2 = R:0 G:0 B:0 30
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 99999.00 99999.00
BurstCount = 5.00 5.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.10
VelocityType = OUTWARD
VelOutward = 0.00 2.00
VelOutwardOther = 0.00 0.00
VolumeType = LINE
VolLineStart = X:0.00 Y:0.00 Z:8.00
VolLineEnd = X:0.00 Y:0.00 Z:8.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
|
The 'Impact' shockwave like the Ring1 for the Ion Cannon
Quote:
ParticleSystem ParticleUplinkCannon_Fire
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXexplo03.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 7.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.95 0.95
Gravity = 0.05
Lifetime = 25.00 25.00
SystemLifetime = 150
Size = 15.00 15.00
StartSizeRate = 0.00 0.00
SizeRate = -0.20 -0.60
SizeRateDamping = 0.80 0.95
Alpha1 = 0.00 0.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:0 B:0 0
Color2 = R:255 G:177 B:100 10
Color3 = R:0 G:0 B:0 25
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 2.00 2.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.30
VelocityType = OUTWARD
VelOutward = -0.18 -0.50
VelOutwardOther = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 15.00
VolCylinderLength = 0.00
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
|
really not sure on this one but I think it has to do with the damage fire it causes
Quote:
ObjectCreationList OCL_ParticleUplinkDeathFinal
; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 6
RequiresLivePlayer = Yes
End
|
not sure on what this is for but it is probably for when the beam kills something, I think
Quote:
;---------------------------------------------------------------------------------------
;The list of effects that occur when the beam hits the ground. The number of times the
;beam hits the ground is specified in the particle uplink cannon's settings, and changing
;it does NOT effect gameplay -- so change as you see fit!
;---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamHitsGround
; ViewShake
; Type = SEVERE
; End
; Sound
; Name = ExplosionScudExplosive
; End
ParticleSystem
Name = ParticleCannonUplink_HitFlare
Offset = X:0.0 Y:0.0 Z:2.0
OrientToObject = Yes
End
ParticleSystem
Name = ParticleUplinkCannon_Magma
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Sparks
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Shockwave
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Fire
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamLaunchIteration
; ViewShake
; Type = SEVERE
; End
; Sound
; Name = ExplosionScudExplosive
; End
ParticleSystem
Name = ParticleUplinkCannon_LaunchFlare
Offset = X:0.0 Y:0.0 Z:10.0
End
; ParticleSystem
; Name = ParticleUplinkCannon_Magma
; Offset = X:0.0 Y:0.0 Z:1.0
; End
End
|
this is what calls all the particle systems for the particle cannon the first one is for the beam impact to ground the second is for when it is fired from the particle cannon building (FXList.ini)
Ok I hope that helps or sheds some light on how the superweapons in Generals work, also if you have anything to add please go right ahead