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/Command and conquer Heure H/Light of five stars/INI/Object/ -> Tomahawk.ini (source)

   1  
   2  ;-----------------------------------------------------------------------------
   3  SpecialPower SuperweaponTomahawkStorm
   4    Enum                = SPECIAL_SCUD_STORM
   5    ReloadTime          = 50000   ; in milliseconds. min is 2x door/open close time!
   6    InitiateSound       = ScudStormInitiated
   7    PublicTimer         = No
   8    ViewObjectDuration  = 40000
   9    ViewObjectRange     = 250
  10    RadiusCursorRadius  = 150  ; align with ObjectCreationList.ini's DeliveryDecalRadius
  11    ShortcutPower       = Yes     ;Capable of being fired by the side-bar shortcut.
  12    AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
  13  End
  14  
  15  ; -----------------------------------------------------------------------------
  16  ObjectCreationList SUPERWEAPON_TomahawkStorm
  17    Attack
  18      WeaponSlot = PRIMARY
  19      NumberOfShots = 18;9
  20      DeliveryDecalRadius = 150 ; align with SpecialPower.ini's RadiusCursorRadius
  21      DeliveryDecal
  22        Texture           = SCCArtilleryBarrage_China
  23        Style             = SHADOW_ALPHA_DECAL
  24        OpacityMin        = 25%
  25        OpacityMax        = 50%
  26        OpacityThrobTime  = 500
  27        Color             = R:67 G:33 B:255 A:255 
  28        OnlyVisibleToOwningPlayer = Yes
  29      End
  30    End
  31  End
  32  
  33  ;------------------------------------------------------------------------------
  34  Weapon TomahawkStormDamageWeapon
  35    PrimaryDamage               = 150.0            
  36    PrimaryDamageRadius         = 30.0      
  37    SecondaryDamage             = 50.0          
  38    SecondaryDamageRadius       = 50.0    
  39    AttackRange = 200.0
  40    DamageType = EXPLOSION
  41    DeathType = EXPLODED
  42    WeaponSpeed = 600         ; dist/sec 
  43    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  44    DelayBetweenShots = 0               ; time between shots, msec
  45    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  46    ClipReloadTime = 0              ; how long to reload a Clip, msec
  47  End
  48  
  49  ;------------------------------------------------------------------------------
  50  
  51  ;------------------------------------------------------------------------------
  52  Object TomahawkStormMissile
  53  
  54    ; *** ART Parameters ***
  55    Draw = W3DModelDraw ModuleTag_01
  56  
  57      OkToChangeModelColor = Yes
  58      DefaultConditionState
  59        Model = AVTomahawk_M
  60      End
  61  
  62    End
  63  
  64    ; ***DESIGN parameters ***
  65    KindOf = PROJECTILE ;BALLISTIC_MISSILE
  66    EditorSorting       = SYSTEM
  67    VisionRange         = 300.0  
  68    ShroudClearingRange = 0
  69    TransportSlotCount  = 10
  70    ArmorSet
  71      Conditions       = None
  72      Armor            = ProjectileArmor
  73      DamageFX         = None
  74    End
  75  
  76    ; *** AUDIO Parameters ***
  77    ; SoundFallingFromPlane = DaisyCutterWeapon
  78      
  79    ; *** ENGINEERING Parameters ***
  80    Body = ActiveBody ModuleTag_02
  81      MaxHealth        = 10000.0
  82      InitialHealth    = 10000.0
  83    End
  84  
  85    Behavior = PhysicsBehavior ModuleTag_03
  86      Mass = 500.0
  87    End
  88  
  89    Behavior = MissileAIUpdate ModuleTag_04
  90      TryToFollowTarget             = No 
  91      FuelLifetime                  = 0 ; zero is infinite
  92      InitialVelocity               = 0                ; in dist/sec
  93      IgnitionFX                    = FX_TomahawkIgnition
  94      DistanceToTravelBeforeTurning = 500
  95      DistanceToTargetBeforeDiving  = 200 ; When I hit this close to target, I ignore PreferredHeight.
  96    End
  97    Locomotor = SET_NORMAL SCUDStormMissileLocomotor
  98  
  99    Behavior = HeightDieUpdate ModuleTag_05
 100      TargetHeight                    = 10.0
 101      TargetHeightIncludesStructures  = No
 102      OnlyWhenMovingDown              = Yes
 103      SnapToGroundOnDeath             = Yes
 104      InitialDelay                    = 1000 ; Can't explode in the first second so we don't explode on the pad
 105    End
 106  
 107    Behavior = DestroyDie ModuleTag_06
 108      ;nothing
 109    End
 110  
 111    Behavior = SpecialPowerCompletionDie ModuleTag_07
 112      SpecialPowerTemplate = SuperweaponTomahawkStorm
 113    End
 114  
 115    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
 116      DeathWeapon   = TomahawkStormDamageWeapon
 117      StartsActive  = Yes
 118    End
 119  
 120    Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
 121    GeometryMajorRadius = 2.0
 122    GeometryHeight = 4.0
 123    GeometryIsSmall = Yes    
 124  
 125  End
 126  
 127  
 128  ;------------------------------------------------------------------------------
 129  Weapon TomahawkStormWeapon
 130    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
 131    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
 132    AttackRange = 999999            ; not used for this weapon (it's "special")
 133    DamageType = EXPLOSION          ; not used for this weapon (it's "special")
 134    DeathType = EXPLODED
 135    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
 136    ProjectileObject = TomahawkStormMissile
 137    ProjectileExhaust = TomahawkMissileExhaust
 138    FireFX = FX_TomahawkIgnition
 139    FireSound = TomahawkWeapon
 140    ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
 141    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 142    DelayBetweenShots = Min:100 Max:1000
 143    ClipSize = 18;9
 144    ClipReloadTime = 10;000 ; give it time to sink into the ground          
 145    AutoReloadsClip = Yes
 146    ScatterRadius   = 130;changed to zero, unless you want to soften the results of the table below
 147  
 148    PreAttackDelay = 3;000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
 149    PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
 150    AcceptableAimDelta = 180 ; Don't need to turn at all.
 151  
 152    ; note, these only apply to units that aren't the explicit target 
 153    ; (ie, units that just happen to "get in the way"... projectiles
 154    ; always collide with the Designated Target, regardless of these flags
 155    ProjectileCollidesWith = STRUCTURES
 156  End
 157  
 158  ;-----------------------------------------------------------------------
 159  ;------------------------------------------------------------------------------
 160  Object USATomahawkStorm
 161  
 162    ; *** ART Parameters ***
 163    SelectPortrait         = SAToHkStm_L
 164    ButtonImage            = SAToHkStm
 165    Draw = W3DModelDraw ModuleTag_01
 166      OkToChangeModelColor = Yes
 167      ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
 168  
 169      ; day
 170      ConditionState = NONE ; lying around
 171        Model         = ABTmHkStmSW_A1
 172        Animation     = ABTmHkStmSW_A1.ABTmHkStmSW_A1
 173        AnimationMode = MANUAL
 174        Flags         = START_FRAME_FIRST
 175        WeaponLaunchBone = PRIMARY MISSILE
 176        ShowSubObject = MISSILE01 MISSILE02 MISSILE03 MISSILE04 MISSILE05 MISSILE06 MISSILE07 MISSILE08 MISSILE09 
 177        TransitionKey = Trans_READY
 178  
 179      End
 180  
 181      TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up
 182        Model         = ABTmHkStmSW_A1
 183        Animation     = ABTmHkStmSW_A1.ABTmHkStmSW_A1
 184        AnimationMode = ONCE
 185        Flags         = MAINTAIN_FRAME_ACROSS_STATES
 186        WeaponLaunchBone = PRIMARY MISSILE
 187      End
 188  
 189      ConditionState = ATTACKING  ; Projectile feedback code selectively hiding missiles as they shoot
 190        Model         = ABTmHkStmSW_A2
 191        Animation     = ABTmHkStmSW_A2.ABTmHkStmSW_A2
 192        AnimationMode = MANUAL
 193        Flags         = START_FRAME_FIRST
 194        WeaponLaunchBone = PRIMARY MISSILE
 195        TransitionKey = Trans_ATTACKING
 196  
 197      End
 198      AliasConditionState = ATTACKING FIRING_A
 199      AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A
 200  
 201      TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people
 202        Model         = ABTmHkStmSW_A3
 203        Animation     = ABTmHkStmSW_A3.ABTmHkStmSW_A3
 204        AnimationMode = ONCE
 205        Flags         = MAINTAIN_FRAME_ACROSS_STATES2
 206  
 207      End
 208      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 209        Model              = ABTmHkStmSW
 210        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 211      End
 212      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
 213        Model              = ABTmHkStmSW_D
 214        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 215      End
 216      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
 217        Model              = ABTmHkStmSW_E
 218        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 219      End
 220  
 221      ;-------------------------------------------------------------------------------------------------------------------------
 222      ; day
 223      ConditionState = DAMAGED
 224        Model         = ABTmHkStmSW_DA1
 225        Animation     = ABTmHkStmSW_DA1.ABTmHkStmSW_DA1
 226        AnimationMode = MANUAL
 227        Flags         = START_FRAME_FIRST
 228        WeaponLaunchBone = PRIMARY MISSILE
 229        ShowSubObject = MISSILE01 MISSILE02 MISSILE03 MISSILE04 MISSILE05 MISSILE06 MISSILE07 MISSILE08 MISSILE09 
 230        TransitionKey = Trans_READY_DAMAGED
 231  
 232      End
 233  
 234      TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
 235        Model         = ABTmHkStmSW_DA1
 236        Animation     = ABTmHkStmSW_DA1.ABTmHkStmSW_DA1
 237        AnimationMode = ONCE
 238        Flags         = MAINTAIN_FRAME_ACROSS_STATES
 239        WeaponLaunchBone = PRIMARY MISSILE
 240  
 241      End
 242  
 243      ConditionState = ATTACKING DAMAGED
 244        Model         = ABTmHkStmSW_DA2
 245        Animation     = ABTmHkStmSW_DA2.ABTmHkStmSW_DA2
 246        AnimationMode = MANUAL
 247        Flags         = START_FRAME_FIRST
 248        WeaponLaunchBone = PRIMARY MISSILE
 249        TransitionKey = Trans_ATTACKING_DAMAGED
 250  
 251      End
 252      AliasConditionState = ATTACKING FIRING_A DAMAGED
 253      AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED
 254  
 255      TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
 256        Model         = ABTmHkStmSW_DA3
 257        Animation     = ABTmHkStmSW_DA3.ABTmHkStmSW_DA3
 258        AnimationMode = ONCE
 259        Flags         = MAINTAIN_FRAME_ACROSS_STATES2
 260  
 261      End
 262  
 263      ;-------------------------------------------------------------------------------------------------------------------------
 264      ConditionState = REALLYDAMAGED RUBBLE
 265        Model         = ABTmHkStmSW_EA1
 266        Animation     = ABTmHkStmSW_EA1.ABTmHkStmSW_EA1
 267        AnimationMode = MANUAL
 268        Flags         = START_FRAME_FIRST
 269        WeaponLaunchBone = PRIMARY MISSILE
 270        ShowSubObject = MISSILE01 MISSILE02 MISSILE03 MISSILE04 MISSILE05 MISSILE06 MISSILE07 MISSILE08 MISSILE09 
 271        TransitionKey = Trans_READY_REALLYDAMAGED
 272  
 273      End
 274  
 275      TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
 276        Model         = ABTmHkStmSW_EA1
 277        Animation     = ABTmHkStmSW_EA1.ABTmHkStmSW_EA1
 278        AnimationMode = ONCE
 279        Flags         = MAINTAIN_FRAME_ACROSS_STATES
 280        WeaponLaunchBone = PRIMARY MISSILE
 281  
 282      End
 283  
 284      ConditionState = ATTACKING REALLYDAMAGED RUBBLE
 285        Model         = ABTmHkStmSW_EA2
 286        Animation     = ABTmHkStmSW_EA2.ABTmHkStmSW_EA2
 287        AnimationMode = MANUAL
 288        Flags         = START_FRAME_FIRST
 289        WeaponLaunchBone = PRIMARY MISSILE
 290        TransitionKey = Trans_ATTACKING_REALLYDAMAGED
 291  
 292      End
 293      AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
 294      AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE
 295  
 296      TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
 297        Model         = ABTmHkStmSW_EA3
 298        Animation     = ABTmHkStmSW_EA3.ABTmHkStmSW_EA3
 299        AnimationMode = ONCE
 300        Flags         = MAINTAIN_FRAME_ACROSS_STATES2
 301  
 302      End
 303     
 304      ConditionState       = SOLD
 305        Model              = NONE
 306      End    
 307      AliasConditionState       = SOLD DAMAGED
 308      AliasConditionState       = SOLD REALLYDAMAGED
 309    End
 310  
 311      ;-------------------------------------------------------------------------------------------------------------------------
 312      ;-------------------------------------------------------------------------------------------------------------------------
 313      ;-------------------------------------------------------------------------------------------------------------------------
 314     
 315    ; ------------ construction-zone fence -----------------
 316    Draw = W3DModelDraw ModuleTag_05
 317    AnimationsRequirePower = No
 318      DefaultConditionState
 319        Model           = None
 320        TransitionKey   = DOWN_DEFAULT
 321      End
 322  
 323      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 324        Model           = UBScudStrm_AB
 325        Animation       = UBScudStrm_AB.UBScudStrm_AB
 326        AnimationMode   = MANUAL
 327        Flags           = START_FRAME_LAST
 328        TransitionKey   = UP_DAY
 329      End
 330  
 331      TransitionState   = DOWN_DEFAULT UP_DAY
 332        Model           = UBScudStrm_AB
 333        Animation       = UBScudStrm_AB.UBScudStrm_AB
 334        AnimationMode   = ONCE
 335        AnimationSpeedFactorRange = 1.0 1.0
 336        Flags           = START_FRAME_FIRST
 337      End
 338  
 339      TransitionState   = UP_DAY DOWN_DEFAULT
 340        Model           = UBScudStrm_AB
 341        Animation       = UBScudStrm_AB.UBScudStrm_AB
 342        AnimationMode   = ONCE_BACKWARDS
 343        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 344        Flags           = START_FRAME_LAST
 345      End
 346  
 347  
 348    End
 349  
 350    ; ------------ under-construction scaffolding -----------------
 351    Draw = W3DModelDraw ModuleTag_06
 352    AnimationsRequirePower = No
 353      MinLODRequired = MEDIUM
 354      DefaultConditionState
 355        Model           = None
 356        TransitionKey   = DOWN_DEFAULT
 357      End
 358  
 359      ConditionState    = PARTIALLY_CONSTRUCTED
 360        Model           = UBScudStrm_AC
 361        Animation       = UBScudStrm_AC.UBScudStrm_AC
 362        AnimationMode   = MANUAL
 363        Flags           = START_FRAME_LAST
 364        TransitionKey   = UP_DAY
 365        ParticleSysBone = Dust01 BuildingDust
 366        ParticleSysBone = Smoke01 BuildUpSmoke
 367        ParticleSysBone = Smoke02 BuildUpSmoke
 368        ParticleSysBone = Smoke03 BuildUpSmoke
 369        ParticleSysBone = Smoke04 BuildUpSmoke
 370      End
 371  
 372      TransitionState   = DOWN_DEFAULT UP_DAY
 373       Model            = UBScudStrm_AC
 374        Animation       = UBScudStrm_AC.UBScudStrm_AC
 375        AnimationMode   = ONCE
 376        AnimationSpeedFactorRange = 1.0 1.0
 377        Flags           = START_FRAME_FIRST
 378      End
 379  
 380      TransitionState   = UP_DAY DOWN_DEFAULT
 381        Model           = UBScudStrm_AC
 382        Animation       = UBScudStrm_AC.UBScudStrm_AC
 383        AnimationMode   = ONCE_BACKWARDS
 384        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 385        Flags           = START_FRAME_LAST
 386      End
 387  
 388    End
 389  
 390    PlacementViewAngle = -45
 391  
 392    ; ***DESIGN parameters ***
 393    DisplayName      = OBJECT:TomahawkStorm
 394    Side = AmericaSuperWeaponGeneral
 395    EditorSorting    = STRUCTURE
 396    Prerequisites
 397      Object = SupW_AmericaStrategyCenter
 398    End
 399    BuildCost        = 5000
 400    BuildTime        = 30.0           ; in seconds
 401    EnergyProduction = -5
 402    CommandSet       = AmericaTomahawkStormCommandSet
 403    VisionRange     = 200.0           ; Shroud clearing distance
 404    ShroudClearingRange = 200
 405    ShroudRevealToAllRange = 60  ; Reveals shroud to all players at a specific amount which can be different. 
 406                                 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead!
 407    WeaponSet
 408      Conditions = None 
 409      Weapon = PRIMARY TomahawkStormWeapon
 410      AutoChooseSources = PRIMARY NONE
 411    End
 412    ArmorSet
 413      Conditions      = None
 414      Armor           = StructureArmorTough
 415      DamageFX        = StructureDamageFXNoShake
 416    End
 417    ExperienceValue     = 400 400 400 400  ; Experience point value at each level
 418    MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
 419    MaxSimultaneousLinkKey = Superweapon  ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType
 420  
 421    ; *** AUDIO Parameters ***
 422    VoiceSelect = ScudStormSelect
 423    SoundOnDamaged        = BuildingDamagedStateLight
 424    SoundOnReallyDamaged  = BuildingDestroy
 425  
 426    UnitSpecificSounds
 427      UnderConstruction     = UnderConstructionLoop
 428    End
 429  
 430    UnitSpecificSounds
 431    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
 432      TurretMoveStart = NoSound
 433      TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
 434    End
 435  
 436    ; *** ENGINEERING Parameters ***
 437    RadarPriority   = STRUCTURE
 438    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON
 439    Body            = StructureBody ModuleTag_07
 440      MaxHealth       = 4000.0
 441      InitialHealth   = 4000.0
 442  
 443      ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
 444      ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
 445      SubdualDamageCap = 4200
 446      SubdualDamageHealRate = 500
 447      SubdualDamageHealAmount = 100
 448    End
 449  
 450    Behavior = AIUpdateInterface ModuleTag_09
 451    End
 452  
 453    Behavior    = OCLSpecialPower ModuleTag_10
 454      SpecialPowerTemplate = SuperweaponTomahawkStorm
 455      OCL                  = SUPERWEAPON_TomahawkStorm
 456    End
 457    Behavior = SpecialPowerCreate ModuleTag_11
 458      ;nothing
 459    End
 460  
 461    Behavior = DestroyDie ModuleTag_12
 462      ;nothing
 463    End
 464    Behavior        = CreateObjectDie ModuleTag_13
 465      CreationList  = OCL_ABPowerPlantExplode
 466      ExemptStatus  = UNDER_CONSTRUCTION
 467    End
 468    Behavior        = FXListDie ModuleTag_14
 469      DeathFX       = FX_StructureMediumDeath
 470      ExemptStatus  = UNDER_CONSTRUCTION
 471    End
 472  
 473    Behavior = FlammableUpdate ModuleTag_16
 474      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
 475      AflameDamageAmount = 5       ; taking this much damage...
 476      AflameDamageDelay = 500       ; this often.
 477    End
 478  
 479    Behavior = RadiusDecalUpdate ModuleTag_17
 480      ; nothing
 481    End
 482  
 483    Behavior = TransitionDamageFX ModuleTag_18
 484      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
 485      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
 486      ;---------------------------------------------------------------------------------------
 487      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
 488      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
 489      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
 490    End
 491  
 492    Behavior        = FXListDie ModuleTag_19
 493      DeathFX       = FX_BuildingDie
 494    End
 495  
 496    Geometry            = BOX
 497    GeometryMajorRadius = 71.0
 498    GeometryMinorRadius = 67.0
 499    GeometryHeight      = 25.0
 500    GeometryIsSmall     = No
 501    Shadow          = SHADOW_VOLUME
 502    BuildCompletion = PLACED_BY_PLAYER
 503  
 504  End


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