ok now i have a problem, ever time i drop the bomb to spawn the tornado, the whole game just freezes, not technicle difficulty, but just solid frozer, i have to hold down the power button to turn the computer off! I will show you my code, please help:
System.ini
Code:
Object Tornado
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NONE
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
KindOf = NO_COLLIDE UNATTACKABLE IMMOBILE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; ***AUDIO parameters ***
SoundAmbient = RadiationPoolAmbientLoop
SoundDie = RadiationPoolDie
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 150.0
InitialHealth = 150.0
End
Behavior = FireWeaponUpdate ModuleTag_03
Weapon = TornadoWeapon
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 50000
MaxLifetime = 50000
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 500.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
FxList.ini
Code:
FXList WeaponFX_Tornado
ParticleSystem
Name = GravityStem
End
ParticleSystem
Name = GravityClouds
End
ParticleSystem
Name = GravityOutbreakFumes
End
ViewShake
Type = STRONG
End
End
ObjectCreationList.ini
Code:
ObjectCreationList OCL_Tornado
CreateObject
ObjectNames = Tornado
End
End
ParticleSystem.ini
Code:
ParticleSystem GravityClouds
Priority = AREA_EFFECT
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXPuddle.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.50
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 0.99 0.99
VelocityDamping = 0.98 0.99
Gravity = 0.00
Lifetime = 600.00 600.00
SystemLifetime = 600
Size = 70.00 90.00
StartSizeRate = 0.00 0.00
SizeRate = 12.00 22.00
SizeRateDamping = 3.95 3.95
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:108 G:108 B:108 0
Color2 = R:108 G:108 B:108 150
Color3 = R:0 G:0 B:0 200
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 3.00 3.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.02
VelocityType = OUTWARD
VelOutward = 0.25 1.00
VelOutwardOther = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 100.00
VolCylinderLength = 5.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = PingPong
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 4.449946
WindPingPongStartAngleMin = 5.000000
WindPingPongStartAngleMax = 9.785398
WindPingPongEndAngleMin = 2.497787
WindPingPongEndAngleMax = 4.283185
End
ParticleSystem GravityOutbreakFumes
Priority = CRITICAL
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = EXCloud01.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.50
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 0.99 0.99
VelocityDamping = 0.98 0.99
Gravity = 0.00
Lifetime = 600.00 600.00
SystemLifetime = 600
Size = 35.00 45.00
StartSizeRate = 0.00 0.00
SizeRate = 2.00 7.00
SizeRateDamping = 0.95 0.95
Alpha1 = 0.00 0.00 0
Alpha2 = 0.50 0.50 20
Alpha3 = 0.00 0.00 200
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:108 G:108 B:108 0
Color2 = R:108 G:108 B:108 150
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 5.00 5.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.50 Y:0.90 Z:0.97
VelocityType = OUTWARD
VelOutward = 1.00 2.00
VelOutwardOther = 0.25 0.50
VolumeType = CYLINDER
VolCylinderRadius = 110.00
VolCylinderLength = 5.00
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = PingPong
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 5.000000
WindPingPongStartAngleMax = 9.785398
WindPingPongEndAngleMin = 2.497787
WindPingPongEndAngleMax = 4.283185
End
ParticleSystem GravityStem
Priority = CRITICAL
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = EXCloud01.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 1.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.99 0.99
Gravity = 0.20
Lifetime = 650.00 650.00
SystemLifetime = 650
Size = 23.00 35.00
StartSizeRate = 0.00 0.00
SizeRate = 12.00 18.00
SizeRateDamping = 0.90 0.90
Alpha1 = 0.00 0.00 0
Alpha2 = 0.10 0.10 2
Alpha3 = 0.75 0.75 100
Alpha4 = 0.00 0.00 250
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:108 G:108 B:108 0
Color2 = R:108 G:108 B:108 150
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = -0.25 0.25
BurstDelay = 2.00 2.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:1.00
VelocityType = OUTWARD
VelOutward = -3.00 -3.00
VelOutwardOther = -2.00 -2.00
VolumeType = CYLINDER
VolCylinderRadius = 95.00
VolCylinderLength = 50.00
IsHollow = Yes
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = PingPong
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.249946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.285398
WindPingPongEndAngleMin = 0.497787
WindPingPongEndAngleMax = 2.283185
End
Weapon.ini [first is the aurora's weapon, since the aurora drops the bomb that then spawns a tornado]
Code:
Weapon AuroraBombWeapon
PrimaryDamage = 480.0
PrimaryDamageRadius = 20.0
AttackRange = 120.0 ; this needs to be pretty high, since the Aurora moves so fast
AcceptableAimDelta = 20 ; we don't really need to be aimed directly at the target.
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 99
ProjectileObject = AuroraBomb
FireFX = FX_AuroraBombLaunch
FireSound = TornadoScreech
ProjectileDetonationOCL = OCL_Tornado
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 95000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = Yes
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
Code:
Weapon TornadoWeapon
PrimaryDamage = 80.0
PrimaryDamageRadius = 90.0
AttackRange = 120.0 ; this needs to be pretty high, since the Aurora moves so fast
DamageType = EXPLOSION
DeathType = NORMAL
WeaponSpeed = 99999.9
ProjectileObject = Tornado
FireSound = TornadoScreech
FireFX = WeaponFX_Tornado
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 95000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = No
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End