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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 08-02-2005, 10:34 PM   #1 (permalink)
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Default Bomb Troubles

Well, continuing from the F/A-18 with blue and gold coloring topic, i want my f18 to drop 6 retarded bombs without laser guided missile upgrade and 3 smart bombs with the upgrade. Well, waht always happens is:

1: The retarded bombs will explode in midair
2: The retarded bombs would not even land halfway in target area
3: The smart bombs will just freeze in mid air and stay there
4: The smart bombs wont guide and not land halfway in target area

Here is the paperwork:
------------------------------------------------------------------------------------

FactionUnit.ini

Code:
Object F18RetardedBombs

 ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = avf18missile
    End
  End

   ; ***DESIGN parameters ***
  DisplayName       = OBJECT:Missile
  EditorSorting     = SYSTEM
  VisionRange = 0.0  
  TransportSlotCount = 1 
  
  ; *** ENGINEERING Parameters ***
  KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
    
  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_EruptionOfToxicGooLarge
  End

  Behavior = DestroyDie ModuleTag_07
    ;nothing
  End
     
  Behavior = AIUpdateInterface ModuleTag_08
  End

 Behavior = HeightDieUpdate ModuleTag_09 
    TargetHeight = 3.0 
    TargetHeightIncludesStructures = No 
  End

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 1
  End
  
  Behavior = MissileAIUpdate ModuleTag_11
    TryToFollowTarget     = No
    FuelLifetime          = 50000
    InitialVelocity       = 100                ; in dist/sec
    IgnitionDelay         = 3
    IgnitionFX            = FX_JetMissileIgnition
  End

  Locomotor = SET_NORMAL NONE

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0
End
Code:
Object F18SmartBombs

 ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = avf18missile
    End
  End

   ; ***DESIGN parameters ***
  DisplayName       = OBJECT:Missile
  EditorSorting     = SYSTEM
  VisionRange = 0.0  
  TransportSlotCount = 1 
  
  ; *** ENGINEERING Parameters ***
  KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
    
  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_EruptionOfToxicGooLarge
  End

  Behavior = DestroyDie ModuleTag_07
    ;nothing
  End
     
  Behavior = AIUpdateInterface ModuleTag_08
  End

 Behavior = HeightDieUpdate ModuleTag_09 
    TargetHeight = 1.0 
    TargetHeightIncludesStructures = No 
  End

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 1
  End
  
  Behavior = MissileAIUpdate ModuleTag_11
    TryToFollowTarget     = Yes
    FuelLifetime          = 50000
    InitialVelocity       = 100                ; in dist/sec
    IgnitionDelay         = 4
    IgnitionFX            = FX_StingerMissileIgnition
  End

  Locomotor = SET_NORMAL NONE

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0
End


Weapon.ini

Code:
Weapon F18Bombs
  PrimaryDamage               = 122.0            
  PrimaryDamageRadius         = 37.0 
  ScatterRadius               = 2.0
  ScatterRadiusVsInfantry     = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 110 ;420.0
  MinimumAttackRange          = 10.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
  AcceptableAimDelta          = 10 
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 100
  ProjectileObject            = F18RetardedBombs
  FireFX                      = None
  FireSound                   = StealthJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_B52Bombs
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 506                      ; time between shots, msec
  ClipSize                    = 6                       ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 30000                     ; how long to reload a Clip, msec
  AutoReloadsClip             = No          ; must return to base to reload this weapon
  ProjectileCollidesWith      = STRUCTURES
  AllowAttackGarrisonedBldgs  = No
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  ShowsAmmoPips               = Yes
End
Code:
Weapon F18SmartBombs
  PrimaryDamage               = 152.0            
  PrimaryDamageRadius         = 37.0 
  ScatterRadiusVsInfantry     = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 190 ;420.0
  MinimumAttackRange          = 20.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
  AcceptableAimDelta          = 30 
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 100
  ProjectileObject            = F18SmartBombs
  FireFX                      = None
  FireSound                   = StealthJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_B52Bombs
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 506                      ; time between shots, msec
  ClipSize                    = 3                       ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40000                     ; how long to reload a Clip, msec
  AutoReloadsClip             = No          ; must return to base to reload this weapon
  ProjectileCollidesWith      = STRUCTURES
  AllowAttackGarrisonedBldgs  = No
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  ShowsAmmoPips               = Yes
End
Please help me
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Old 08-03-2005, 07:12 AM   #2 (permalink)
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The bomb locomoter needs to be the FreeFallLocomotor for the dumb bombs and you will probably have to make a guided auroura bomb loco for the smart bombs.
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Old 08-03-2005, 11:17 PM   #3 (permalink)
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Default

ahhhhh...i thought that had somethin to do with it...darnit...so dumb...thanx man...cheers...
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Old 08-04-2005, 11:57 AM   #4 (permalink)
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No problem.
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Old 08-04-2005, 05:20 PM   #5 (permalink)
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Default

it works fine now man...tanx
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