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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 10-28-2004, 10:26 AM   #1 (permalink)
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Join Date: Jul 2003
Location: England
Posts: 153
Default Cluster bomber

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
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Old 10-28-2004, 03:22 PM   #2 (permalink)
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Posts: 153
Default

*Bump*
any ideas? anyone?

lol amazon has finally dispatched my copy of GTA: San Andreas!!
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