Hey y'all, after playing the CTA mod on generals i'm trying to make a smiliar weapon for the Airforce general's aurora in ZH, yet when i try to fire it, the cursor changes to the red 'cross' basically telling me i can't fire it anywhere, if i post the code here, could someone have a look & help me out? cheers.
One other thing as well, how can i get the main bomb to explode halfway towards the ground & create the bomblets when it happens?
::WEAPON INI::
Code:
Weapon AuroraClusterBomb
PrimaryDamage = 150.0
PrimaryDamageRadius = 30.0
AttackRange = 200.0
AcceptableAimDelta = 45
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = AuroraBomb
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
FireOCL = OCL_ParaBombCluster
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1
ClipReloadTime = 9000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
AntiAirborneInfantry = No
AntiAirborneVehicle = No
AntiBallisticMissile = No
AntiGround = Yes
AntiProjectile = No
AntiSmallMissile = No
ShowsAmmoPips = No
End
;------------------------------------------------------------------------------
Weapon ParaBomblets
PrimaryDamage = 50.0
PrimaryDamageRadius = 15.0
AttackRange = 200.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = ParaBombCluster
ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
End
;------------------------------------------------------------------------------
::WEAPONOBJECTS INI::
Code:
Object ParaBombCluster
; ***ART parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = bomblet
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 = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL FreeFallLocomotor
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 = FXListDie ModuleTag_08
DeathFX = WeaponFX_RocketBuggyMissileDetonation
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
::OBJECTCREATIONLIST INI::
Code:
ObjectCreationList OCL_ParaBombCluster
CreateObject
ObjectNames = ParaBombCluster
PutInContainer = AmericaParachute
Count = 20
Disposition = LIKE_EXISTING
End
End