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
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#1
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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 |
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9 Jan 2018, 10:56
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#2
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Group: Members Posts: 122 Joined: 30 June 2013 Member No.: 10007 |
I think is not possible.
This post has been edited by Spec: 9 Jan 2018, 10:58 |
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18 Jan 2018, 19:25
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#3
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Group: Members Posts: 53 Joined: 17 July 2015 Member No.: 11785 |
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19 Jan 2018, 3:18
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#4
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
were you testing it on your own vehicles?
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19 Jan 2018, 12:52
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#5
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Group: Members Posts: 53 Joined: 17 July 2015 Member No.: 11785 |
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21 Jan 2018, 0:02
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#6
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
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......... This post has been edited by Omeka88: 21 Jan 2018, 0:05 -------------------- |
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21 Jan 2018, 13:43
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#7
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Group: Members Posts: 53 Joined: 17 July 2015 Member No.: 11785 |
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. |
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