Ah no, "Basics of adding new units" is one of the simplest tutorials. If you want extended information, follow "Adding new units".
Its really as simple as it can get.
Open WB, go to Edit>Player List and click "Add skirmish players". Then click OK and go to Edit>Scripts, then import the SkirmishScripts.scb which should be in your Command and Conquer Generals (Zero Hour)\Data\Scripts\ directory.
Next click "OK" and go to Edit>Teams. Now select a team (for regular generals: find a team with a label that starts with "D5E", for ZH : find a team that starts with " E 1ST Wave") and double click it. Add your new unit in the unit list.. go to Edit>Scripts and export your scripts, overwriting the old SkirmishScripts.scb.
That's as simple as it can get..
adding unit won't work
Started by
Guest_Guest_adamstrange_*_*
, Aug 14 2004 06:46 PM
23 replies to this topic
#21
Posted 17 August 2004 - 05:18 PM
#22 Guest_Ice4s_*
Posted 17 August 2004 - 06:50 PM
[SIZE=1]
Now here it is the code.....
commandbotton*********************************************
CommandButton Command_NukeBombSmall
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeBombSmall
ButtonImage = CSNUKEL
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombSmallShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:NukeBombSmall
ButtonImage = CSNUKEL
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombMedium
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombMedium
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeBombMedium
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombMedium
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombMediumShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombMedium
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:NukeBombMedium
ButtonImage = SNNukeLaunch
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombMedium
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombLarge
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombLarge
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeBombLarge
ButtonImage = CLNUKEL
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombLarge
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombLargeShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombLarge
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:NukeBombLarge
ButtonImage = CLNUKEL
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombLarge
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBomb
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_NukeBombSmall SCIENCE_NukeBombMedium SCIENCE_NukeBombLarge
TextLabel = CONTROLBAR:NukeBombSmall
ButtonImage = CSNUKEL
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_NukeBombSmall SCIENCE_NukeBombMedium SCIENCE_NukeBombLarge
TextLabel = OBJECT:NukeBombSmall
ButtonImage = CSNUKEL
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseScienceNukeBombSmall
Command = PURCHASE_SCIENCE
Science = SCIENCE_NukeBombSmall
ButtonImage = CSNUKEL
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandButton Command_PurchaseScienceNukeBombMedium
Command = PURCHASE_SCIENCE
Science = SCIENCE_NukeBombMedium
ButtonImage = SNNukeLaunch
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandButton Command_PurchaseScienceNukeBombLarge
Command = PURCHASE_SCIENCE
Science = SCIENCE_NukeBombLarge
ButtonImage = CLNUKEL
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
Sience************************************************
Science SCIENCE_NukeBombSmall
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:NukeBombSmall
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
Science SCIENCE_NukeBombMedium
PrerequisiteSciences = SCIENCE_NukeBombSmall SCIENCE_Rank3
SciencePurchasePointCost = 2
IsGrantable = Yes
DisplayName = SCIENCE:NukeBombMedium
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
Science SCIENCE_NukeBombLarge
PrerequisiteSciences = SCIENCE_NukeBombMedium SCIENCE_Rank3
SciencePurchasePointCost = 3
IsGrantable = Yes
DisplayName = SCIENCE:NukeBombLarge
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
Commandset*************************************
;Nuke General
;--------------------------------------------------------------------------------
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank1
1 = Command_PurchaseScienceRedGuardTraining
2 = Command_PurchaseScienceArtilleryTraining
3 = Command_PurchaseScienceClusterMines
4 = Early_Command_PurchaseScienceEmergencyRepair1
END
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3
1 = Command_PurchaseScienceNukeBombSmall
2 = Command_PurchaseScienceNukeBombMedium
3 = Command_PurchaseScienceNukeBombLarge
4 = Command_PurchaseScienceArtilleryBarrage1
5 = Command_PurchaseScienceArtilleryBarrage2
6 = Command_PurchaseScienceArtilleryBarrage3
7 = Command_PurchaseScienceCashHack1
8 = Command_PurchaseScienceCashHack2
9 = Command_PurchaseScienceCashHack3
10 = Early_Command_PurchaseScienceEmergencyRepair2
11 = Early_Command_PurchaseScienceEmergencyRepair3
12 = Nuke_Command_PurchaseScienceCarpetBomb
13 = Command_PurchaseScienceFrenzy1
14 = Command_PurchaseScienceFrenzy2
15 = Command_PurchaseScienceFrenzy3
END
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank8
1 = Command_PurchaseScienceEMPPulse
END
CommandSet Nuke_SpecialPowerShortcutChina
1 = Command_ClusterMinesFromShortcut
2 = Command_ArtilleryBarrageFromShortcut
3 = Command_CashHackFromShortcut
4 = Early_Command_EmergencyRepairFromShortcut
5 = Command_EMPPulseFromShortcut
6 = Command_NeutronMissileFromShortcut
7 = Nuke_Command_ChinaCarpetBombFromShortcut
8 = Command_NukeBombShortcut
10 = Command_FrenzyFromShortcut
END
CommandSet Nuke_ChinaCommandCenterCommandSet
1 = Nuke_Command_ConstructChinaDozer
2 = Nuke_Command_ChinaCarpetBomb
3 = Command_NapalmStrike
4 = Command_ClusterMines
5 = Command_CashHack
6 = Command_ArtilleryBarrage
7 = Early_Command_EmergencyRepair
8 = Command_EMPPulse
9 = Command_UpgradeChinaRadar
10 = Command_Frenzy
11 = Command_NukeBomb
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet Nuke_ChinaCommandCenterCommandSetUpgrade
1 = Nuke_Command_ConstructChinaDozer
2 = Nuke_Command_ChinaCarpetBomb
3 = Command_NapalmStrike
4 = Command_ClusterMines
5 = Command_CashHack
6 = Command_ArtilleryBarrage
7 = Early_Command_EmergencyRepair
8 = Command_EMPPulse
9 = Command_UpgradeChinaRadar
10 = Command_Frenzy
11 = Command_NukeBomb
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
SpecialPower***********************************
;-----------------------------------------------------------------------------
SpecialPower SuperweaponNukeBombSmall
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 240000 ; in milliseconds
RequiredScience = SCIENCE_NukeBombSmall
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 105
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;-----------------------------------------------------------------------------
SpecialPower SuperweaponNukeBombMedium
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 300000 ; in milliseconds
RequiredScience = SCIENCE_NukeBombMedium
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 210
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;-----------------------------------------------------------------------------
SpecialPower SuperweaponNukeBombLarge
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 360000 ; in milliseconds
RequiredScience = SCIENCE_NukeBombLarge
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 460
RadiusCursorRadius = 420
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Objectlist********************************
; -----------------------------------------------------------------------------
ObjectCreationList SuperweaponNukeBombSmall
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = NukeBombSmall 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SuperweaponNukeBombMedium
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = NukeBombMedium 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SuperweaponNukeBombLarge
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = NukeBombLarge 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Weapponobjects*********************************
;------------------------------------------------------------------------------
Object NukeBombSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeBombSmall
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_NukeGLA
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 30.0 ;objects inside this get the full damage
Blast1OuterRadius = 30.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 45.0 ;objects inside this get the full damage
Blast2OuterRadius = 45.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 60.0 ;objects inside this get the full damage
Blast3OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 75.0 ;objects inside this get the full damage
Blast4OuterRadius = 75.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 90.0 ;objects inside this get the full damage
Blast5OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 30.0 ;objects inside this get the full damage
Blast6OuterRadius = 105.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 1750.0 ;damage within inner radius of blast
Blast6MinDamage = 150 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 105.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 105.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 105.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
End
;------------------------------------------------------------------------------
Object NukeBombMedium
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeBombMedium
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 3500.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 2400.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 1600.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 1100.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 600.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 210.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 0.0 ;damage within inner radius of blast
Blast6MinDamage = 300 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
End
;------------------------------------------------------------------------------
Object NukeBombLarge
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeBombLarge
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 120.0 ;objects inside this get the full damage
Blast1OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 7000.0 ;damage within inner radius of blast
Blast1MinDamage = 4801.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 180.0 ;objects inside this get the full damage
Blast2OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 4800.0 ;damage within inner radius of blast
Blast2MinDamage = 3201.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 240.0 ;objects inside this get the full damage
Blast3OuterRadius = 240.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 3200.0 ;damage within inner radius of blast
Blast3MinDamage = 2201.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 300.0 ;objects inside this get the full damage
Blast4OuterRadius = 300.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 2200.0 ;damage within inner radius of blast
Blast4MinDamage = 1201.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 360.0 ;objects inside this get the full damage
Blast5OuterRadius = 360.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 1200.0 ;damage within inner radius of blast
Blast5MinDamage = 601.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 420.0 ;objects inside this get the full damage
Blast6OuterRadius = 420.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 600.0 ;damage within inner radius of blast
Blast6MinDamage = 201 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 420.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 420.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 420.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
End
*********************************************************
Now here it is the code.....
commandbotton*********************************************
CommandButton Command_NukeBombSmall
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeBombSmall
ButtonImage = CSNUKEL
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombSmallShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:NukeBombSmall
ButtonImage = CSNUKEL
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombMedium
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombMedium
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeBombMedium
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombMedium
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombMediumShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombMedium
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:NukeBombMedium
ButtonImage = SNNukeLaunch
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombMedium
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombLarge
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombLarge
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeBombLarge
ButtonImage = CLNUKEL
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombLarge
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombLargeShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombLarge
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:NukeBombLarge
ButtonImage = CLNUKEL
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombLarge
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBomb
Command = SPECIAL_POWER
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_NukeBombSmall SCIENCE_NukeBombMedium SCIENCE_NukeBombLarge
TextLabel = CONTROLBAR:NukeBombSmall
ButtonImage = CSNUKEL
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_NukeBombShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponNukeBombSmall
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_NukeBombSmall SCIENCE_NukeBombMedium SCIENCE_NukeBombLarge
TextLabel = OBJECT:NukeBombSmall
ButtonImage = CSNUKEL
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeBombSmall
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseScienceNukeBombSmall
Command = PURCHASE_SCIENCE
Science = SCIENCE_NukeBombSmall
ButtonImage = CSNUKEL
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandButton Command_PurchaseScienceNukeBombMedium
Command = PURCHASE_SCIENCE
Science = SCIENCE_NukeBombMedium
ButtonImage = SNNukeLaunch
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandButton Command_PurchaseScienceNukeBombLarge
Command = PURCHASE_SCIENCE
Science = SCIENCE_NukeBombLarge
ButtonImage = CLNUKEL
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
Sience************************************************
Science SCIENCE_NukeBombSmall
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:NukeBombSmall
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
Science SCIENCE_NukeBombMedium
PrerequisiteSciences = SCIENCE_NukeBombSmall SCIENCE_Rank3
SciencePurchasePointCost = 2
IsGrantable = Yes
DisplayName = SCIENCE:NukeBombMedium
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
Science SCIENCE_NukeBombLarge
PrerequisiteSciences = SCIENCE_NukeBombMedium SCIENCE_Rank3
SciencePurchasePointCost = 3
IsGrantable = Yes
DisplayName = SCIENCE:NukeBombLarge
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
Commandset*************************************
;Nuke General
;--------------------------------------------------------------------------------
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank1
1 = Command_PurchaseScienceRedGuardTraining
2 = Command_PurchaseScienceArtilleryTraining
3 = Command_PurchaseScienceClusterMines
4 = Early_Command_PurchaseScienceEmergencyRepair1
END
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3
1 = Command_PurchaseScienceNukeBombSmall
2 = Command_PurchaseScienceNukeBombMedium
3 = Command_PurchaseScienceNukeBombLarge
4 = Command_PurchaseScienceArtilleryBarrage1
5 = Command_PurchaseScienceArtilleryBarrage2
6 = Command_PurchaseScienceArtilleryBarrage3
7 = Command_PurchaseScienceCashHack1
8 = Command_PurchaseScienceCashHack2
9 = Command_PurchaseScienceCashHack3
10 = Early_Command_PurchaseScienceEmergencyRepair2
11 = Early_Command_PurchaseScienceEmergencyRepair3
12 = Nuke_Command_PurchaseScienceCarpetBomb
13 = Command_PurchaseScienceFrenzy1
14 = Command_PurchaseScienceFrenzy2
15 = Command_PurchaseScienceFrenzy3
END
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank8
1 = Command_PurchaseScienceEMPPulse
END
CommandSet Nuke_SpecialPowerShortcutChina
1 = Command_ClusterMinesFromShortcut
2 = Command_ArtilleryBarrageFromShortcut
3 = Command_CashHackFromShortcut
4 = Early_Command_EmergencyRepairFromShortcut
5 = Command_EMPPulseFromShortcut
6 = Command_NeutronMissileFromShortcut
7 = Nuke_Command_ChinaCarpetBombFromShortcut
8 = Command_NukeBombShortcut
10 = Command_FrenzyFromShortcut
END
CommandSet Nuke_ChinaCommandCenterCommandSet
1 = Nuke_Command_ConstructChinaDozer
2 = Nuke_Command_ChinaCarpetBomb
3 = Command_NapalmStrike
4 = Command_ClusterMines
5 = Command_CashHack
6 = Command_ArtilleryBarrage
7 = Early_Command_EmergencyRepair
8 = Command_EMPPulse
9 = Command_UpgradeChinaRadar
10 = Command_Frenzy
11 = Command_NukeBomb
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet Nuke_ChinaCommandCenterCommandSetUpgrade
1 = Nuke_Command_ConstructChinaDozer
2 = Nuke_Command_ChinaCarpetBomb
3 = Command_NapalmStrike
4 = Command_ClusterMines
5 = Command_CashHack
6 = Command_ArtilleryBarrage
7 = Early_Command_EmergencyRepair
8 = Command_EMPPulse
9 = Command_UpgradeChinaRadar
10 = Command_Frenzy
11 = Command_NukeBomb
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
SpecialPower***********************************
;-----------------------------------------------------------------------------
SpecialPower SuperweaponNukeBombSmall
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 240000 ; in milliseconds
RequiredScience = SCIENCE_NukeBombSmall
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 105
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;-----------------------------------------------------------------------------
SpecialPower SuperweaponNukeBombMedium
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 300000 ; in milliseconds
RequiredScience = SCIENCE_NukeBombMedium
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 210
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;-----------------------------------------------------------------------------
SpecialPower SuperweaponNukeBombLarge
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 360000 ; in milliseconds
RequiredScience = SCIENCE_NukeBombLarge
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 460
RadiusCursorRadius = 420
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Objectlist********************************
; -----------------------------------------------------------------------------
ObjectCreationList SuperweaponNukeBombSmall
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = NukeBombSmall 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SuperweaponNukeBombMedium
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = NukeBombMedium 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList SuperweaponNukeBombLarge
DeliverPayload
Transport = ChinaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = NukeBombLarge 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Weapponobjects*********************************
;------------------------------------------------------------------------------
Object NukeBombSmall
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeBombSmall
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_NukeGLA
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 30.0 ;objects inside this get the full damage
Blast1OuterRadius = 30.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 45.0 ;objects inside this get the full damage
Blast2OuterRadius = 45.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 60.0 ;objects inside this get the full damage
Blast3OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 75.0 ;objects inside this get the full damage
Blast4OuterRadius = 75.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 90.0 ;objects inside this get the full damage
Blast5OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 30.0 ;objects inside this get the full damage
Blast6OuterRadius = 105.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 1750.0 ;damage within inner radius of blast
Blast6MinDamage = 150 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 105.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 105.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 105.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
End
;------------------------------------------------------------------------------
Object NukeBombMedium
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeBombMedium
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 3500.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 2400.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 1600.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 1100.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 600.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 210.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 0.0 ;damage within inner radius of blast
Blast6MinDamage = 300 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
End
;------------------------------------------------------------------------------
Object NukeBombLarge
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeBombLarge
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 120.0 ;objects inside this get the full damage
Blast1OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 7000.0 ;damage within inner radius of blast
Blast1MinDamage = 4801.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 180.0 ;objects inside this get the full damage
Blast2OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 4800.0 ;damage within inner radius of blast
Blast2MinDamage = 3201.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 240.0 ;objects inside this get the full damage
Blast3OuterRadius = 240.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 3200.0 ;damage within inner radius of blast
Blast3MinDamage = 2201.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 300.0 ;objects inside this get the full damage
Blast4OuterRadius = 300.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 2200.0 ;damage within inner radius of blast
Blast4MinDamage = 1201.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 360.0 ;objects inside this get the full damage
Blast5OuterRadius = 360.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 1200.0 ;damage within inner radius of blast
Blast5MinDamage = 601.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 420.0 ;objects inside this get the full damage
Blast6OuterRadius = 420.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 600.0 ;damage within inner radius of blast
Blast6MinDamage = 201 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 420.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 420.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 420.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
End
*********************************************************
#23 Guest_player_*
Posted 17 December 2004 - 02:18 AM
Who deleted my post?
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