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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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