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  1. #1

    Default Airstrikes called in by laser - working!

    ---[NOW WORKING]---

    After much thought, I came up with the following way to create a 'Boris Airstrike' weapon, where a unit on the ground illuminates a building with a laser and calls in air support to obliterate it. This will be for the Tau Pathfinder (special ops guy).

    Making the airstrike

    This code replaces the Missile Defender Laser Targeting SpecialPower with a laser designator to call in airstrikes. The final code is this:

    Factionunit.ini

    ;---------------------------

    Object PathfinderBeacon

    ; *** ART Parameters ***
    Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
    Model = None
    End
    End

    ; ***DESIGN parameters ***
    EditorSorting = STRUCTURE
    Side = America
    ArmorSet
    Conditions = None
    Armor = InvulnerableArmor
    DamageFX = None
    End

    ; *** ENGINEERING Parameters ***
    RadarPriority = NOT_ON_RADAR
    KindOf = IMMOBILE

    Body = ActiveBody ModuleTag_02
    MaxHealth = 200.0
    InitialHealth = 200.0
    End

    Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 100 ; min lifetime in msec
    MaxLifetime = 100 ; max lifetime in msec
    End

    Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet
    OCL = OCL_PathfinderMissileStrike
    MinDelay = 60
    MaxDelay = 60
    CreateAtEdge = Yes ; as opposed to just creating on self
    End

    Behavior = DestroyDie ModuleTag_06
    End


    Geometry = SPHERE
    GeometryMajorRadius = 10.0
    GeometryIsSmall = Yes

    End

    ;------------------------------------------------------------------------------
    Object PathfinderBeaconProjectile ; This is an almost copy of the InfernoTankShell. This was necesary to stop the projectile detonating against the ground if there was a hill in the way....


    ; *** ART Parameters ***
    Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
    Model = None
    End
    End

    ; *** AUDIO Parameters ***
    SoundDie = A10StrikeAttack ; This causes the sound to play when it dies and creates the beacon.

    ; ***DESIGN parameters ***
    DisplayName = OBJECT:TankShell
    EditorSorting = SYSTEM
    ArmorSet
    Armor = ProjectileArmor
    End
    VisionRange = 0.0

    ; *** ENGINEERING Parameters ***
    KindOf = PROJECTILE
    Body = ActiveBody ModuleTag_02
    MaxHealth = 100.0
    InitialHealth = 100.0
    End

    Behavior = DestroyDie ModuleTag_03
    ;nothing
    End

    Behavior = DumbProjectileBehavior ModuleTag_09
    DetonateCallsKill = Yes
    ; To tweak a Bezier path, please see GS
    FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain
    SecondHeight = 150
    FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
    SecondPercentIndent = 90%
    FlightPathAdjustDistPerSecond = 0 ; 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 = HeightDieUpdate ModuleTag_06
    TargetHeight = 1.0
    TargetHeightIncludesStructures = Yes
    OnlyWhenMovingDown = Yes
    InitialDelay = 1000 ; Can't explode in the first second so we don't explode

    on the pad
    End

    Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
    DeathWeapon = PathfinderStrikeOCL
    StartsActive = Yes
    End

    Geometry = Sphere
    GeometryIsSmall = Yes
    GeometryMajorRadius = 1.0

    End
    Weapon.ini

    ;---------------------------------------------------

    Weapon PathfinderStrikeOCL ; No extra damage, just lays down a damage field
    PrimaryDamage = 0.0
    PrimaryDamageRadius = 1.0
    AttackRange = 100.0
    DamageType = EXPLOSION
    DeathType = EXPLODED
    WeaponSpeed = 99999.0
    ProjectileObject = NONE
    FireFX = WeaponFX_RangerFlashBangGrenadeDetonation
    FireOCL = OCL_PathfinderBeacon
    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
    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

    ;but you must also change the MissileDefenderLaserGuidedMissile weapon :

    ;------------------------------------------------------------------------------
    Weapon MissileDefenderLaserGuidedMissileWeapon
    PrimaryDamage = 1.0
    PrimaryDamageRadius = 0.0
    ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly

    miss by as much as this distance.
    AttackRange = 300.0 ;Extending this range, allows the special ability to work better.
    DamageType = ARMOR_PIERCING
    DeathType = NORMAL
    WeaponSpeed = 600
    ProjectileObject = PathfinderBeaconProjectile
    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
    ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius,

    instead of hitting someone directly
    DelayBetweenShots = 500 ; time between shots, msec
    ClipSize = 1 ; how many shots in a Clip (0 == infinite)
    ClipReloadTime = 60000 ; how long to reload a Clip, msec
    AutoReloadsClip = Yes
    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
    AntiAirborneVehicle = Yes
    AntiAirborneInfantry = 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
    OCL.ini

    ObjectCreationList OCL_PathfinderMissileStrike

    DeliverPayload
    Transport = AmericaJetA10Thunderbolt
    FormationSize = 3
    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 = 2 ;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 = 6 ;Number of bones.
    VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon
    InheritTransportVelocity = Yes ;The bombs will start at transport

    velocity.
    ExitPitchRate = 30 ;The bomb will pitch down.
    DiveStartDistance = 500
    DiveEndDistance = 300
    StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target

    point is within weapon range)
    StrafeLength = 450
    StrafeWeaponFX = FX_DamageTankStruckSmallArms
    End
    End

    ;--------------------------------------

    ObjectCreationList OCL_PathfinderBeacon

    CreateObject
    ObjectNames = PathfinderBeacon
    Count = 1
    End

    End
    FxList.ini

    ; ----------------------------------------------
    FXList WeaponFX_PathfinderStrike
    LightPulse
    Color = R:255 G:0 B:0
    Radius = 30
    IncreaseTime = 0
    DecreaseTime = 300
    End
    End
    Voice.ini

    AudioEvent A10StrikeAttack ; Actually just the Raptor attack sounds but slightly louder and heard by everyone......
    Sounds = vrapa2a vrapa2b vrapa2c vrapa2d vrapa2e vrapa2f
    Control = random
    Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
    Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
    Volume= 100
    Type = world global everyone
    End
    SpecialPower.ini

    ;-----------------------------------------------------------------------------
    SpecialPower SpecialAbilityMissileDefenderLaserGuidedMissiles
    Enum = SPECIAL_MISSILE_DEFENDER_LASER_GUIDED_MISSILES
    ReloadTime = 120000 ; every two minutes
    PublicTimer = No
    End



    This code is now complete except for actually getting the laser to fire at structures instead of vehicles. Also, units will have to be upgraded individually (at a big cost eg. 800c) to actually be able to use it. You may have delete some line spaces because posting on the forums screwed up the formatting. Also, you are free to use this in your mod but please credit me

  2. #2

    Default

    Make sure that the PathfinderBeacon is declared before the unit that uses it is declared. That might have something to do with it.

  3. #3

    Default

    You mean move it above the missile defender in factionunit.ini ? I'll try that now.

    EDIT: Nope. Doesn't work

    EDIT 2: I think it might be because the missile projectile doesn't actually die. I just tried giving it the toxin field creation weapon firewhendead and that didn't work either.

  4. #4

    Default

    Errr...guys? Problem.....

  5. #5

  6. #6

    Default

    So how did you fix it then?

  7. #7

    Default

    WOAH.... that looks like it might hurt.

  8. #8

    Default

    change the reload time for the laser

  9. #9
    Senior Member
    Join Date
    Dec 2002
    Location
    Manchester England
    Posts
    276

    Default

    I see your problem.

    The unit targeting the area is hitting it over and over instead of using 1 constant shot you have him repeating it hence you have 20,000 A10's.

    You need to change your code a little so he only fire's once every so often (Like Boris did was every 2 mins) Or you will get this problem over and over again...


    CH...

  10. #10

    Default AHH!!!

    AHHH! lotsa planes.

    yup reload timer should help that out alot

    give it a ammo of 1 and a long reload time

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