Make Pandora Protocol Replace All Tear Gas With Nerve Gas |
Make Pandora Protocol Replace All Tear Gas With Nerve Gas |
11 Feb 2018, 16:52
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#26
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Group: Members Posts: 84 Joined: 13 December 2017 Member No.: 16473 |
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.
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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13 Feb 2018, 4:26
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#27
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 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 -------------------- We Die Standing.
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15 Feb 2018, 14:34
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#28
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Group: Members Posts: 84 Joined: 13 December 2017 Member No.: 16473 |
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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