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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 10-06-2004, 04:43 PM   #1 (permalink)
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Join Date: Dec 2002
Posts: 338
Default Help with cluster bomb code

I'm trying to make a cluster bomb that when its dropped from the B52 it will break apart and release little bomblets over an area and explode but so far its not working :/

I'm replacing the leafdrop with the clusterbomb.

;------------------------------------------------------------------------------
ObjectCreationList OCL_USClusterBomb
CreateObject
ObjectNames = CarpetBomb
Count = 5
;Disposition = RANDOM_FORCE
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
End
; Random debris for the bomb shell breaking up
CreateDebris
ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
Count = 0
Mass = 5.0
Disposition = SEND_IT_FLYING
DispositionIntensity = 5
End
End


;------------------------------------------------------------------------------
Object USClusterBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EXAMine_A
End
End


; ***DESIGN parameters ***
DisplayName = OBJECT:CarpetBomb
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

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

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 2000.0
InitialHealth = 2000.0
End

Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None

Behavior = PhysicsBehavior ModuleTag_04

Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End

Behavior = CreateObjectDie ModuleTag_67
CreationList = OCL_ClusterBomb
End

Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 30.0
TargetHeightIncludesStructures = No
End

Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = SuperweaponChinaCarpetBomb
End

Behavior = FXListDie ModuleTag_08
DeathFX = WeaponFX_JetMissileDetonation ;WeaponFX_RocketBuggyMissileDetonation
End
Behavior = DestroyDie ModuleTag_09
;nothing
End

Scale = 0.8 ;Scaling

End

;------------------------------------------------------------------------------
Weapon CarpetBombWeapon
PrimaryDamage = 300.0
PrimaryDamageRadius = 50.0
AttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
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 SUPERWEAPON_LeafletDrop
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = USClusterBomb
DeliveryDistance = 160
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCFuelAirBomb_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:242 G:131 B:0 A:19
OnlyVisibleToOwningPlayer = Yes
End
End
End

I made a battlefield nuke to replace the leaf drop and that works but now i want it to be a clusterbomb instead
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Old 10-06-2004, 04:48 PM   #2 (permalink)
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Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Count = 0. Could that be your problem?
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