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:
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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