Okay, but i want credit, or somthing else (Not kel)
Unit to use this attack.
Code:
; *** ART Parameters ***
WeaponFireFXBone = PRIMARY <Bone Name>
WeaponMuzzleFlash = PRIMARY <Bone Name>
WeaponFireFXBone = SECONDARY <Bone Name>
WeaponMuzzleFlash = SECONDARY <Bone Name>
WeaponFireFXBone = TERTIARY <Bone Name>
WeaponMuzzleFlash = TERTIARY <Bone Name>
Code:
; ***DESIGN parameters ***
WeaponSet
Conditions = None
Weapon = PRIMARY <Normal Weapon Name>
Weapon = SECONDARY <Fake Designator Name>
Weapon = TERTIARY <Real Designator Name>
End
Now for the weapon.
Code:
Weapon <Fake Designator Name>
PrimaryDamage = 0.00001
PrimaryDamageRadius = 0.0
AttackRange = 360.0
DamageType = <DamageType> ; We put an Object Status on the target
DeathType = NORMAL ; And here is what
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 120 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
LaserName = AvengerLaserBeam
LaserBoneName = Muzzle01
FireFX = WeaponFX_AvengerTargetDesignator
ProjectileCollidesWith = STRUCTURES
End
Weapon <Real Designator Name>
PrimaryDamage = 0.00001
PrimaryDamageRadius = 0.0
AttackRange = 360.0
DamageType = <DamageType> ; We put an Object Status on the target
DeathType = NORMAL ; And here is what
WeaponSpeed = 1000.0 ; dist/sec
ProjectileObject = <Projectile Name>
DelayBetweenShots = 60000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES
End
Weapon <AirSrike Call Weapon Name>
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
AttackRange = 360.0
DamageType = <DamageType> ; We put an Object Status on the target
DeathType = NORMAL ; And here is what
WeaponSpeed = 999999.0 ; dist/sec
FireOCL = <OCL Airstrike Beacon Name>
DelayBetweenShots = 0 ; time between shots, msec;
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1000 ; how long to reload a Clip, msec
AutoReloadsClip = No
AntiGround = Yes
DamageDealtAtSelfPosition = Yes
End
Now For the OCL stuff.
Code:
ObjectCreationList <OCL Airstrike Beacon Name>
CreateObject
ObjectNames = <Airstrike Beacon Name>
Count = 1
End
End
ObjectCreationList <OCL Airstrike Name>
DeliverPayload
Transport = <Airstrike Aircraft Name>
FormationSize = 2
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500 ;time in between each set of items dropped (if more than one)
DeliveryDistance = 450 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = <Airstrike Weapon Name>
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
End
End
And the final two things that will make it work.
First, the projectile
Code:
Object <Projectile Name>
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = none
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = DumbProjectileBehavior ModuleTag_09
DetonateCallsKill = Yes
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 10
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = <AirSrike Call Weapon Name>
StartsActive = Yes
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
And now the beacon
Code:
Object <Airstrike Beacon Name>
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = None
End
End
; ***DESIGN parameters ***
EditorSorting = STRUCTURE
Side = Soviet
ArmorSet
Conditions = None
Armor = InvulnerableArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = IMMOBILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 200 ; min lifetime in msec
MaxLifetime = 200 ; max lifetime in msec
End
Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet
OCL = <OCL Airstrike Name>
MinDelay = 150
MaxDelay = 150
CreateAtEdge = Yes ; as opposed to just creating on self
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = SPHERE
GeometryMajorRadius = 1.0
GeometryIsSmall = Yes
End
NOTE
Please note you can not just copy and paste this code.
You need to go though it and edit the bits in between the <>
There is also a tricky bit you need to do to get it to only work on stuctures,
You have to go into Armour.ini and create a new Damage type,
HACK is an unused damage type (in the standard game), so you'll have to go through thr armour entries and make it 0% for infantry and vehicles, and make it 100% on structures.
Once you've done that, you're done.
There is also somthing else i should note.
This code can be abit tempromental.
So contact me if it's not working.