Had a quick look, this should be all the info u need. spawnandfade is probs the one ur looking 4
Weapon IsengardExplosiveMineDroppingWeaponPosition ; BALANCE Mine Weapon
AttackRange = 15.0
MeleeWeapon = No
DelayBetweenShots = 3000 ; time between shots, msec
PreAttackDelay = 1466 ; 433 is natural time of the stabbing animation.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 733 ; min 600 for anim
AcceptableAimDelta = 15 ; Give it a little leeway
NoVictimNeeded = Yes ; Need no target
OverrideVoiceAttackSound = ExplosiveMineVoiceDeploy ;Play Special "leave it there voice"
SpawnAndFadeNugget
ObjectTargetFilter = ANY +STRUCTURE +INFANTRY +CAVALRY +MONSTER -ROCK_VENDOR; And funny thing, even though this has Position in the name, nothing actually makes it be Position based. So when the object one fails on a rock, this one get picked. So filter goes here too.
SpawnedObjectName = IsengardDeployedExplosiveMine
SpawnOffset = X:8 Y:1 Z:0
End
End
Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
DeathTypes = NONE +BURNED
DeathFlags = DEATH_3
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL UrukVoiceDie
Weapon = INITIAL IsengardExplosiveMineExplosionWeapon
End
Weapon IsengardExplosiveMineExplosionWeapon ; BALANCE Mine Weapon
AttackRange = 4.0
DelayBetweenShots = 2000 ; time between shots, msec
FireFX = FX_ExplosiveMine
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF
Edited by Valheru, 30 April 2015 - 06:45 AM.