ok i have a bit of a problem here; and it looks like something simple to fix also...so any help fast is greatly appreciated...I have this b1 bomber i made with renx, and it wont drop these bombs that i edited on renx. I comes from offscreen, flies near the target area, slows a bit, acts like its gonna drop, then nothin comes out and no damage is dealt to the surroundings...can anyone tell me whats wrong? I will post ALL of the code used here:
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FactionUnit.ini
Code:
Object AmericaJetB1
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = avb1bmbr
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Engine03 JetBlackTrailThin
ParticleSysBone = Engine04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = avb1bmbr
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Engine03 JetBlackTrailThin
ParticleSysBone = Engine04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = avb1bmbr
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Engine03 JetBlackTrailThin
ParticleSysBone = Engine04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = RUBBLE
Model = avb1bmbr
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:B52
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = TankDamageFX
End
CommandSet = Command_ScriptedTransportDrops
; *** AUDIO Parameters ***
SoundAmbient = B52AmbientLoop
SoundAmbientRubble = NoSound
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
;SCRIPTED SUPPORT: These special powers are triggered directly
;from the transport without creating a transport. This is done
;via new code support and CreateLocation USE_OWNER_OBJECT --
;which also prevents creating the payload transport.
Behavior = OCLSpecialPower ModuleTag_06
SpecialPowerTemplate = SuperweaponCarpetBombUS
OCL = SUPERWEAPON_CarpetBombUS
CreateLocation = USE_OWNER_OBJECT
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End
Behavior = DeliverPayloadAIUpdate ModuleTag_08
DoorDelay = 500
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ; time in between each item dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End
Locomotor = SET_NORMAL CINE_USA08_B52Locomotor
Behavior = TransportContain ModuleTag_09
Slots = 100 ; hey, it's a BIG transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA01
AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
End
Behavior = JetSlowDeathBehavior ModuleTag_10
DestructionDelay = 2000
RollRate = 0.0
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0
FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetBigDeathInitial
OCLInitialDeath = OCL_AmericaJetCargoDeathStart
DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time
OCLSecondary = OCL_AmericaJetCargoHulkDeath
FXSecondary = FX_BigPlaneDeath
; FXFinalBlowUp = FX_JetDeathFinalBlowUp
; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = TransitionDamageFX ModuleTag_11
DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
End
Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 60.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
Code:
Object SmallBombs
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NVSmallBombs
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; 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 = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = CarpetBombWeapon
StartsActive = Yes
End
Behavior = FXListDie ModuleTag_06
DeathFX = WeaponFX_AuroraSuperBombEffect
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_08
TryToFollowTarget = No
FuelLifetime = 80000
InitialVelocity = 1 ; in dist/sec
IgnitionDelay = 500
IgnitionFX = FX_JetMissileIgnition
End
Locomotor = SET_NORMAL AuroraBombLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
SpecialPower.ini
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SpecialPower SuperweaponCarpetBombUS
Enum = SPECIAL_DAISY_CUTTER
ReloadTime = 250000 ; in milliseconds
RequiredScience = SCIENCE_CarpetBombUS
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
ViewObjectRange = 250 ; And how far it can see
RadiusCursorRadius = 100
End
Science.ini
-------------------------------------------
Science SCIENCE_CarpetBombUS
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USADaisyCutter
Description = CONTROLBAR:ToolTipUSAScienceDaisyCutter
End
ObjectCreationList.ini
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Code:
ObjectCreationList SUPERWEAPON_CarpetBombUS
DeliverPayload
Transport = AmericaJetB1
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 5
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
Payload = SmallBombs 15
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
CommandSet.ini
---------------------------------------------
CommandSet Command_ScriptedTransportDrops
1 = Command_DaisyCutter
2 = Command_Paradrop
3 = Command_CarpetBomb
4 = Command_ClusterMines
5 = Command_CrateDrop
6 = Command_GLAClusters
7 = Command_CarpetBombUS
End
CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
5 = Command_CarpetBombUS
6 = Command_ConstructAmericaJetFightingFalcon
7 = Command_ConstructCINE_AmericaJetRaptor
9 = Command_UpgradeComancheRocketPods
10 = Command_UpgradeAmericaLaserMissiles
11 = Command_SetRallyPoint
12 = Command_Sell
End
CommandSet SCIENCE_AMERICA_CommandSetRank1
1 = Command_PurchaseScienceCarpetBombUS
2 = Command_PurchaseScienceStealthFighter
3 = Command_PurchaseScienceSpyDrone
END
CommandButton.ini
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CommandButton Command_CarpetBombUS
Command = SPECIAL_POWER
SpecialPower = SuperweaponCarpetBombUS
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR

aisyCutter
ButtonImage = SACDaisyCutter
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipDaisyCutter
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseScienceCarpetBombUS
Command = PURCHASE_SCIENCE
Science = SCIENCE_CarpetBombUS
ButtonImage = SSClusterMines
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End