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  1. #1
    Senior Member
    Join Date
    Nov 2003
    Location
    The Netherlands
    Posts
    794

    Default "Buibable" Carpbet Bombing Airplane Tutorial

    Here’s one of my little tricks

    This will explain to you people how to make a buildable carpet bomber that drops 4 bombs in line over it’s target.

    First we need to make a new projectile for this we can copy the code of the aurora bomb (this code can be found in the WeaponObjects.ini):

    Quote Originally Posted by code
    Object AuroraBomb

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

    ; ***DESIGN parameters ***
    Side = America
    EditorSorting = SYSTEM
    ArmorSet
    Conditions = None
    Armor = ProjectileArmor
    DamageFX = None
    End
    VisionRange = 0.0

    ; *** AUDIO Parameters ***

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

    Behavior = PhysicsBehavior ModuleTag_03
    Mass = 75.0
    AerodynamicFriction = 2 ; this is now friction-per-sec
    ForwardFriction = 2 ; this is now friction-per-sec
    CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
    End

    ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
    ; but there's a good reason: the Aurora moves so freakin' fast that it's really
    ; hard to (1) find a reliable drop location, and (2) actually get it close enough to
    ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
    ; navigation on the way down. This works pretty well and actually looks much better
    ; than you might think. (srj)
    Behavior = MissileAIUpdate ModuleTag_04
    TryToFollowTarget = No
    FuelLifetime = 0
    IgnitionDelay = 0
    InitialVelocity = 0 ; in dist/sec
    DistanceToTravelBeforeTurning = 0
    DistanceToTargetBeforeDiving = 0
    End
    Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right.

    Geometry = Sphere
    GeometryIsSmall = Yes
    GeometryMajorRadius = 2.0

    End
    Be sure to rename the new bomb to something like "CarpetBombingProjectile" or another name.

    Now you have to make the bomb projectile use this locomotor:

    Quote Originally Posted by code
    Locomotor = SET_NORMAL FreeFallLocomotor
    The locomotor “FreeFallLocomotor” is still ingame so you don’t need to make a new one, this locomotor has all the values set to 0 that make the bomb fall straight to the ground once it’s used.

    Then make a new weapon for the bomber:
    Quote Originally Posted by code
    Weapon CarpetBombingWeapon
    PrimaryDamage = 400.0
    PrimaryDamageRadius = 20.0
    AttackRange = 100.0
    AcceptableAimDelta = 45
    DamageType = AURORA_BOMB
    DeathType = EXPLODED
    WeaponSpeed = 99999
    ProjectileObject = carpetbombingprojectile
    FireFX = FX_AuroraBombLaunch
    ProjectileDetonationFX = FX_AuroraBombDetonate
    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
    ClipSize = 4
    DelayBetweenShots = 280
    ClipReloadTime = 10000
    AutoReloadsClip = RETURN_TO_BASE
    ShowsAmmoPips = Yes
    ProjectileCollidesWith = STRUCTURES
    End
    Be sure that the weapon range is not larger or smaller than 100, or the bombs are dropped too soon or too late in order to hit the target.

    Now we're almost done with the carpet bombing weapon. We just need to be sure of some other things on the plane, so we don’t get any weird side effects.

    The new plane that drops the bombs should not be too fast or too slow - otherwise this would effect the whole bombing process so the locomotor it’s using must be like this:

    Quote Originally Posted by code
    Locomotor CarpetBombingPlaneLocomotor
    Surfaces = AIR
    Speed = 150
    SpeedDamaged = 150
    MinSpeed = 60
    TurnRate = 120
    TurnRateDamaged = 90
    Acceleration = 110
    AccelerationDamaged = 30
    Lift = 120
    LiftDamaged = 80
    Braking = 10
    MinTurnSpeed = 150
    PreferredHeight = 100
    AllowAirborneMotiveForce = Yes
    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
    CirclingRadius = 100
    Appearance = WINGS

    PitchInDirectionOfZVelFactor = 1.0
    PitchStiffness = 0.5
    RollStiffness = 0.4
    PitchDamping = 0.9
    RollDamping = 0.8
    ForwardVelocityPitchFactor = 0
    LateralVelocityRollFactor = 0.2
    Apply2DFrictionWhenAirborne = Yes
    AirborneTargetingHeight = 30
    LocomotorWorksWhenDead = Yes
    End
    Then, to make the plane drop the bombs even after it passed the target, you need to give it a fake turret which will not be visible but makes it able to drop bombs after it passed its target.

    Quote Originally Posted by code
    Behavior = JetAIUpdate ModuleTag_06
    OutOfAmmoDamagePerSecond = 10%
    TakeoffDistForMaxLift = 0%
    TakeoffPause = 500
    MinHeight = 5
    ReturnToBaseIdleTime = 10000
    Turret
    TurretTurnRate = 10000
    RecenterTime = 1
    ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
    End
    Make sure its AI update is exactly like this, or you will might get some errors, an example of this is that it might drop the bombs while passing enemy units (it has a invisible turret)



    After you've carefully done all of this, you should have working carpet bomber. Enjoy!

  2. #2

    Default

    Ah, extremely cunning

    Excellent, now I will be able to make a working Orca bomber :evil:

  3. #3

    Default

    And now our Tie Bombers and Y-Wings will work correctly. Thank you.

  4. #4
    Senior Member
    Join Date
    Nov 2003
    Location
    The Netherlands
    Posts
    794

    Default

    thanx people i hope you enjoy using it just as much as i did making it

  5. #5

  6. #6

    Default

    This piece of code will be most useful. I thank you for posting it

  7. #7

    Default

    Yeah, this one is one I'm gonna add for Crisis Now. I think I'll give it the russians!

  8. #8

    Default

    Your code is wrong and has major errors in it. Take a look at the AI Update. Why is there 2 Ends and a line that just says Turret? Also another thing, something is wrong with your weapons.ini code. It causes a major game crash.

  9. #9

    Default

    tibmaker, you must be a newbie. right?
    there can be a turret sub-section in the JetAIUpdate section. It is just correct.

    btw, The font color cannt be used in code section on this forum?

  10. #10

    Default

    TheHunter: Mad props for posting this stuff. :-D

    TibMaker: "toReloadsClip = RETURN_TO_BASE" should be
    "AutoReloadsClip = RETURN_TO_BASE" That's generating the error.

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