Posted by: GearsGoAwryMan 2 Dec 2017, 23:55
And i'm back again with another one of my messy ideas gone wrong.
In this case, i was trying to implement a stickybomb to disable the vehicle it's planted on. I was trying to do this by butchering both a burton C4 charge and the microwave tank's emitter, and pastering it with the SUBDUAL_VEHICLE weapon damage type to see if it would work.
CODE
Weapon stickyEMPVehicleDisabler
PrimaryDamage = 24.0
PrimaryDamageRadius = 20.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 20.0
DamageDealtAtSelfPosition = Yes
DamageType = SUBDUAL_VEHICLE
DeathType = NORMAL
WeaponSpeed = 600.0 ; dist/sec (huge value == effectively instant)
FireFX = FX_stickysecretagentempcharge
; LaserName = ECMDisableStream
;LaserBoneName = WEAPONA01
RadiusDamageAffects = ENEMIES NEUTRALS ;SELF
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
; AntiAirborneVehicle = No
; AntiAirborneInfantry = No
FireSound = FrequencyJammerWeaponLoop
FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots
End
CODE
Object stickyRemoteEMPCharge ;Created by secret aggeeeent maaan
;No drawable because it's invisible
; *** ART Parameters ***
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 75.0 ;Allow the stickybomb to show itself to user?
ShroudClearingRange = 75
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
; *** AUDIO Parameters ***
UnitSpecificSounds
UnitBombPing = BombTickRemote
StickyBombCreated = ColonelBurtonSetDemoCharge
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PROJECTILE MINE NO_COLLIDE
;Body = ActiveBody ModuleTag_02
; MaxHealth = 1.0
; InitialHealth = 1.0
;End
Body = HighlanderBody ModuleTag_NewBody
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = StealthUpdate ModuleTag_03
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 50.0%
InnateStealth = Yes
End
Behavior = StickyBombUpdate ModuleTag_04
;Keeps it attached properly to the intended target should it move.
End
Behavior = FireWeaponUpdate ModuleTag_22
Weapon = stickyEMPVehicleDisabler
ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
End
Behavior = SlowDeathBehavior ModuleTag_05
DestructionDelay = 1
FX = INITIAL NONE
Weapon = FINAL NONE
End
; Behavior = EMPUpdate ModuleTag_02
; DisabledDuration = 30000
; Lifetime = 3000
; StartFadeTime = 300
; StartScale = 0.01
; TargetScaleMin = 3.00
; TargetScaleMax = 4.00
; ; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
; StartColor = R:32 G:64 B:255
; EndColor = R:0 G:0 B:0
; DoesNotAffectMyOwnBuildings = No
; DisableFXParticleSystem = EMPSparks
; End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 8.0
GeometryIsSmall = Yes
End
(as you can see, i also attempted to try to get a similar effect using the EMP code, but that defeats the idea of the stickybomb by immediately detonating it and then removing the object)
Now, the bomb attaches properly, and shows it's particle effect, meaning that the weapon is definitely firing, but apart from that, nothing really happens, even though it equals the ECM tank's disabling subdue damage in DPS.
Does anyone know whether I've simply misinterpreted how the ECM tank works? And if so, how does it work?
Posted by: GearsGoAwryMan 18 Jan 2018, 19:25
QUOTE (Spec @ 9 Jan 2018, 10:56)
I think is not possible.
that seems weird since the ECM tank works, can you specify what you think the impossibility is?
Posted by: Zeke 19 Jan 2018, 3:18
were you testing it on your own vehicles?
Posted by: GearsGoAwryMan 19 Jan 2018, 12:52
QUOTE (Zeke @ 19 Jan 2018, 3:18)
were you testing it on your own vehicles?
no, mostly on enemy dozers.
Posted by: Omeka88 21 Jan 2018, 0:02
I manage to fin a way for make that work..... in a unusal way
add FireOCL at the weapon
if you need it use this stuff
add that :
for the ECM weapon :
CODE
FireOCL = ShockwaveArtilleryEMP
The OCL :
CODE
; ----------------------------------------------
ObjectCreationList OCL_ShockwaveArtilleryEMP
CreateObject
ObjectNames = ShockwaveArtilleryEMP
Disposition = LIKE_EXISTING
End
End
object spawned by the OCL::
CODE
;------------------------------------------------------------------------------
Object ShockwaveArtilleryEMP
KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 10000
Lifetime = 500
StartFadeTime = 100
StartScale = 0.01
TargetScaleMin = 2.00
TargetScaleMax = 3.00
StartColor = R:0 G:255 B:255
EndColor = R:0 G:128 B:128
EffectRadius = 15
DisableFXParticleSystem = EMPSparks
DoesNotAffect = ALLIES;ENEMIES NEUTRALS
End
Geometry = SPHERE
GeometryMajorRadius = 10.0
GeometryIsSmall = No
End
this is the result
about the targer well.........
Posted by: GearsGoAwryMan 21 Jan 2018, 13:43
QUOTE (Omeka88 @ 21 Jan 2018, 0:02)
I manage to fin a way for make that work..... in a unusal way
add FireOCL at the weapon
if you need it use this stuff
add that :
for the ECM weapon :
CODE
FireOCL = ShockwaveArtilleryEMP
The OCL :
CODE
; ----------------------------------------------
ObjectCreationList OCL_ShockwaveArtilleryEMP
CreateObject
ObjectNames = ShockwaveArtilleryEMP
Disposition = LIKE_EXISTING
End
End
object spawned by the OCL::
CODE
;------------------------------------------------------------------------------
Object ShockwaveArtilleryEMP
KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 10000
Lifetime = 500
StartFadeTime = 100
StartScale = 0.01
TargetScaleMin = 2.00
TargetScaleMax = 3.00
StartColor = R:0 G:255 B:255
EndColor = R:0 G:128 B:128
EffectRadius = 15
DisableFXParticleSystem = EMPSparks
DoesNotAffect = ALLIES;ENEMIES NEUTRALS
End
Geometry = SPHERE
GeometryMajorRadius = 10.0
GeometryIsSmall = No
End
this is the result
about the targer well.........
Yeah, the regular EMP does work, but it's got a bit of bugbears. I was mainly trying to use subdual vehicle to make it smoother of kinds, since the regular EMP fires in bursts and is immediate, leaving a lack of inter-activeness.
It's also just weird that it doesn't work since you'd expect it to.