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Make Pandora Protocol Replace All Tear Gas With Nerve Gas
Jakato
post 11 Feb 2018, 16:52
Post #26



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Something even more fun than Nerve Gas is to have the shells be replaced with smaller, weak smart bombs. The nice thing about the smart bombs is no shot is wasted. The proximity detonation of smart bombs means bad luck with shell scattering is less likely. Also any shots that outright miss can be used as a trap. Unlike the nerve gas, smart bombs are less of a danger to your own units.

QUOTE (rey @ 11 Feb 2018, 16:03) *
yes please, i'd wish to know what are the changes. i'm not sure if it should be done as replacing default shells or an another firing mode, but such new "2 GP to get it working" idea seems quite interesting, especially with those examples about pre-attack bombardment.
i see no problems with experimenting, as i mostly i play quite modded version myself.


As I see it the Claymore is a expensive, slow, weak unit that needs too much micro for the damage it does. That's why I was experimenting with things to make the Claymore's attack more powerful/useful. I think the Claymore has enough disadvantages already without having to spend extra GPs to get a powerful Claymore attack.

In EuropeWeaponObjects.ini I define the Claymore's shell like this:

CODE

;------------------------------------------------------------------------------
Object ClaymoreArtilleryShell

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = EXECAShell
ParticleSysBone = None ArtilleryBarrageTrail
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0


; *** AUDIO Parameters ***
SoundAmbient = ArtilleryBatteryShellIncomingWhistle

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE ALWAYS_VISIBLE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = DestroyDie ModuleTag_03
;nothing
End

Behavior = DumbProjectileBehavior ModuleTag_04
DetonateCallsKill = Yes
FirstHeight = 390 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 480
FirstPercentIndent = 40% ; Percentage of shot distance control points are placed
SecondPercentIndent = 60%
FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End


Behavior = PhysicsBehavior ModuleTag_05
Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny...
End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
; DeathWeapon = EuropeHowitzerPositionExplosionDamage
; StartsActive = Yes
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
; DeathWeapon = EuropeHowitzerPositionGattlingDamage
; StartsActive = Yes
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
; DeathWeapon = EuropeHowitzerPositionMeleeDamage
; StartsActive = Yes
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_ClusterDetonation01
; DeathWeapon = EuropeClaymoreHowitzerClusterMunitionDetonationEffect
; StartsActive = No
; TriggeredBy = Upgrade_EuropeClusterMunitions
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_ClusterDetonation02
; DeathWeapon = EuropeClaymoreHowitzerClusterMunitionDetonationEffect
; StartsActive = No
; TriggeredBy = Upgrade_EuropeClusterMunitions
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_ClusterDetonation03
; DeathWeapon = EuropeClaymoreHowitzerClusterMunitionDetonationEffect
; StartsActive = No
; TriggeredBy = Upgrade_EuropeClusterMunitions
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_ClusterDetonation04
; DeathWeapon = EuropeClaymoreHowitzerClusterMunitionDetonationEffect
; StartsActive = No
; TriggeredBy = Upgrade_EuropeClusterMunitions
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_PandoraNerveGasDetonation
; DeathWeapon = NerveGasCannisterDetonationWeapon
; StartsActive = No
; TriggeredBy = Upgrade_EuropePandora
;End

;Behavior = FireWeaponWhenDeadBehavior ModuleTag_EmpArtilleryBomb1
; DeathWeapon = ClaymoreEmpDissableWeapon
; StartsActive = No
; TriggeredBy = Upgrade_EuropeVenom
;End


Behavior = FireWeaponWhenDeadBehavior ModuleTag_SmartBombInit
DeathWeapon = SmartBombShellDetonation
StartsActive = Yes
End


Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
Scale = 1.2

End


The red (commented out) code is for the version of the Claymore shell that gets Nerve Gas damage with the Pandora Protocol and EMP damage with the Venom Protocol. To use the code highlighted in red you will need to put this in Weapon.ini:

CODE

Weapon ClaymoreEmpDissableWeapon
PrimaryDamage = 600.0
PrimaryDamageRadius = 50.0
DamageType = SUBDUAL_UNRESISTABLE
FireFX = WeaponFX_Han100mmEmpCannonExplosion
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
End


The blue code is for the smart bomb version.

In Weapon.ini I defined a special Smart Bomb weapon:

CODE

Weapon SmartBombShellDetonation
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
ScatterRadius = 0.0
WeaponSpeed = 0.0
DamageType = EXPLOSION
DeathType = EXPLODED
ProjectileObject = SmartBombLightMine
ProjectileDetonationFX = FX_MoleBombEnterOrExitGround
End


Then in EuropeWeaponObjects.ini I defined a modified Smart Bomb Mine for the shells to spawn:

CODE

Object SmartBombLightMine

; *** ART Parameters ***
SelectPortrait = SESmartBomb_L
ButtonImage = SSVulcanSmartBomb

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = EXSmrtBmb
Animation = EXSmrtBmb.EXSmrtBmb
AnimationMode = LOOP
HideSubObject = PANDORA
End
End

Draw = W3DModelDraw ModuleTag_PickBox01

DefaultConditionState
Model = UBDmTrpPB
End

End

; ***DESIGN parameters ***
DisplayName = SCIENCE:SmartBomb
Side = Europe
EditorSorting = SYSTEM
TransportSlotCount = 0

WeaponSet
Conditions = None
Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate)
Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate)
Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate)
AutoChooseSources = PRIMARY NONE
AutoChooseSources = SECONDARY NONE
AutoChooseSources = TERTIARY NONE
End

ArmorSet
Conditions = None
Armor = DemoTrackTrapStructureArmor
DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent
End

VisionRange = 10.0
ShroudClearingRange = 10.0
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

; *** AUDIO Parameters ***
VoiceSelect = DemolitionChargeSelect

SoundStealthOn = NoSound
SoundStealthOff = NoSound

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS IMMOBILE DEMOTRAP SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

ExperienceValue = 20 20 20 20 ; Experience point value at each level

CommandSet = EuropeSmartBombMineCommandSet

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
End

Behavior = StealthUpdate ModuleTag_043
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 60.0%
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = DemoTrapUpdate ModuleTag_044
DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual.
DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates.
ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon)
ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon)
TriggerDetonationRange = 70.0 ;Detonation range when in proximity mode (and must be on ground)
IgnoreTargetTypes = PROJECTILE UNATTACKABLE NO_COLLIDE
AutoDetonationWithFriendsInvolved = Yes
End

Behavior = SlowDeathBehavior ModuleTag_045
DeathTypes = ALL
DestructionDelay = 1
Weapon = FINAL SmartBombLightDetonationWeapon
OCL = FINAL OCL_SmartBombExplosion
End

Behavior = FlammableUpdate ModuleTag_047
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Shadow = SHADOW_VOLUME
Geometry = CYLINDER
GeometryMajorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

End



And finally in Weapon.ini I defined the explosion of the "light" smart bomb which has has half the damage and blast range of a regular smart bomb:

CODE

Weapon SmartBombLightDetonationWeapon
PrimaryDamage = 250.0
PrimaryDamageRadius = 25.0
SecondaryDamage = 150.0
SecondaryDamageRadius = 50.0
DamageType = AURORA_BOMB
DeathType = EXTRA_5
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE SELF
End



A big problem with this code is that smart bombs don't spawn facing into the ground. I'm not sure what code allows the smart bomb to face the direction the shell does.
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X1Destroy
post 13 Feb 2018, 4:26
Post #27


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Armageddon is here..............



Hey, that smartbomb load out idea for Claymore is interesting. I might include it into my 1.87 addon in the future when I get back to ROTR. Need to experiment further.

This post has been edited by X1Destroy: 13 Feb 2018, 4:27


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Jakato
post 15 Feb 2018, 14:34
Post #28



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Member No.: 16473



QUOTE (X1Destroy @ 13 Feb 2018, 5:26) *
Hey, that smartbomb load out idea for Claymore is interesting. I might include it into my 1.87 addon in the future when I get back to ROTR. Need to experiment further.


Since I last posted, I made the Claymore Smart Bomb do one quarter of the GP Smart Bomb damage. The radius of the Claymore Smart Bomb is still half the radius of the GP smart bomb. This seems to work best (at least in PvE).

Remember to tweak the Claymore Smart Bomb's detection radius so that enemy units don't set it off while too far away to be decently damaged.
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