SUBDUAL_VEHICLE, stickybombs and Disabling effects., Does anyone know if it is even possible? |
SUBDUAL_VEHICLE, stickybombs and Disabling effects., Does anyone know if it is even possible? |
2 Dec 2017, 23:55
Post
#1
|
|
Group: Members Posts: 53 Joined: 17 July 2015 Member No.: 11785 |
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? This post has been edited by GearsGoAwryMan: 2 Dec 2017, 23:55 |
|
|
Lo-Fi Version | Time is now: 27 April 2024 - 8:31 |