I made a specialpower/superweapon just like a MOAB, capet bombers, etc....
Game doesn't crash it goes in game perfectly.... But... When i click to lauch the predator strike... He is shy and never comes lol... What is happening?
I replaced the spydrone of airforce for this one... Is it even possible to make the scoutdrone/spydrone to be able to lauch missiles?
I made a Specialpowerobject for predator drone, he never comes and when i lauch it it says "unit lost" by eva
Here is the code: (the code was made from the a10thunderbolt)
CODE
;--------------------------------COMMAND BUTTON----------------------------------
CommandButton Command_PredatorDroneStrike
Command = SPECIAL_POWER
SpecialPower = SuperweaponPredatorDroneStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:PredatorDroneStrike
ButtonImage = SAPredatorStrike
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipPredatorDroneStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
End
CommandButton Command_PredatorDroneStrikeFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponPredatorDroneStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:PredatorDroneStrikeShort
ButtonImage = SAPredatorStrike
; ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipPredatorDroneStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseSciencePredatorDroneStrike
Command = PURCHASE_SCIENCE
Science = SCIENCE_PredatorDroneStrike
ButtonImage = SAPredatorStrike
ButtonBorderType = UPGRADE; Identifier for the User as to what kind of button this is
End
;--------------------------------AIR FORCE GENERAL--------------------------------
Object AirF_AmericaCommandCenter
;I edited ModuleTag_21 which belongs to Scout drone
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperWeaponPredatorDroneStrike
OCL = SUPERWEAPON_PredatorDroneStrike
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
;-----------------------------------COMMAND SET----------------------------------
;;; NEW Air Force General;;;
CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1
1 = Command_PurchaseSciencePredatorDroneStrike
2 = AirF_Command_PurchaseScienceCarpetBomb
4 = Early_Command_PurchaseScienceEmergencyRepair1
END
CommandSet AirF_SpecialPowerShortcutUSA
1 = Command_PredatorDroneStrikeFromShortcut
2 = Command_JDAMFromShortcut
3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut
4 = Early_Command_EmergencyRepairFromShortcut
5 = Command_DaisyCutterFromShortcut
6 = Command_FireParticleUplinkCannonFromShortcut
7 = Command_SpySatelliteScanFromShortcut
8 = Command_CIAIntelligenceFromShortcut
9 = AirF_Command_SpectreGunshipFromShortcut
10 = Command_LeafletDropFromShortcut
11 = AirF_Command_CarpetBombFromShortcut
END
CommandSet AirF_AmericaCommandCenterCommandSet
1 = AirF_Command_ConstructAmericaDozer
2 = AirF_Command_SpectreGunship
4 = Command_LeafletDrop
5 = AirF_Command_A10ThunderboltMissileStrike
6 = Command_JDAM
7 = Command_PredatorDroneStrike
8 = Early_Command_EmergencyRepair
9 = Command_DaisyCutter
10 = Command_SpySatelliteScan
13 = Command_SetRallyPoint
14 = Command_Sell
End
;-------------------------------------SCIENCE------------------------------------
Science SCIENCE_PredatorDroneStrike
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:AmericaPredatorDroneStrike
Description = CONTROLBAR:ToolTipUSASciencePredatorDroneStrike
End
;----------------------------------SPECIAL POWER-------------------------------------------
SpecialPower SuperweaponPredatorDroneStrike
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 120000; in milliseconds
RequiredScience = SCIENCE_PredatorDroneStrike
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 50
ShortcutPower = Yes;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;----------------------------------WEAPON OBJECTS--------------------------------
Object PredatorDroneMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVWarthog_M
ParticleSysBone = NONE MissileExhaust
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_08
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_09
TryToFollowTarget = Yes
FuelLifetime = 10000
InitialVelocity = 30 ; in dist/sec
IgnitionDelay = 0
IgnitionFX = FX_A10ThunderboltMissileIgnition
End
; It's a missile, it needs to hit so it can +DETONATED
; Behavior = HeightDieUpdate ModuleTag_10
; TargetHeight = 1.0
; TargetHeightIncludesStructures = No
; End
Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
Behavior = SpecialPowerCompletionDie ModuleTag_11
SpecialPowerTemplate = SuperweaponPredatorDroneStrike
End
; Geometry = Sphere
; GeometryIsSmall = Yes
;GeometryMajorRadius = 12.0
End
;-----------------------------------WEAPON----------------------------------------
Weapon PredatorDroneMissileWeapon
PrimaryDamage = 200.0;GS changed to what it was secretly doing pending review
PrimaryDamageRadius = 50.0
AttackRange = 350.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileDetonationFX = FX_PredatorDroneMissileExplosion
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
DelayBetweenShots = 0; time between shots, msec
ClipSize = 1; how many shots in a Clip (0 == infinite)
ClipReloadTime = 20000; how long to reload a Clip, msec
AutoReloadsClip = No
End
; ----------------------------OBJECT CREATION LIST-------------------------------
ObjectCreationList SUPERWEAPON_PredatorDroneStrike
DeliverPayload
Transport = AmericaVehiclePredatorDrone
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500;time in between each set of items dropped (if more than one)
DeliveryDistance = 450;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 1 ;Drops one missil at a time
VisibleDropBoneBaseName = WeaponA;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile;The bombs are visible until dropped.
VisibleNumBones = 2 ;Number of bones.
VisiblePayloadTemplateName = PredatorDroneMissile;Created when payload is dropped.
VisiblePayloadWeaponTemplate = PredatorDroneMissileWeapon
InheritTransportVelocity = Yes;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCNapalmStrike_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -------------------------------------FX LIST-------------------------------------
FXList FX_PredatorDroneMissileExplosion
ParticleSystem
Name = CarpetBombExplosion
InitialDelay = 0 0 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombWave
InitialDelay = 0 0 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombExplosionPuff
InitialDelay = 0 0 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = BombTruckDefaultExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckDefaultLenzFlare
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckDefaultExplosionTrailArms
InitialDelay = 100 100 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
Sound
Name = ExplosionCarpetBomb
End
End
;--------------------------SPECIAL POWERS OBJECTS--------------------------------------------------
Object AmericaVehiclePredatorDrone
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVScoutDr
Animation = AVScoutDr.AVScoutDr
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = AVScoutDr_d
Animation = AVScoutDr_d.AVScoutDr_d
AnimationMode = LOOP
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ScoutDrone
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundAmbient = NoSound
SoundAmbientRubble = NoSound
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL DroneLocomotor
Behavior = StealthDetectorUpdate ModuleTag_04
DetectionRate = 500; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ???;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No;Contained means being in a transport or tunnel network.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = SlavedUpdate ModuleTag_06
GuardMaxRange = 35;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10;How far I'm allowed to wander from target.
ScoutRange = 75;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10;How far I'm allowed to wander from scout point.
DistToTargetToGrantRangeBonus = 20;How close I have to be to the master's target in order to grant master a range bonus.
StayOnSameLayerAsMaster = Yes
End
Behavior = MaxHealthUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 25.0
ChangeType = ADD_CURRENT_HEALTH_TOO;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Behavior = CreateObjectDie ModuleTag_09
DeathTypes = ALL
CreationList = OCL_AmericaScoutDroneExplode
End
Behavior = FXListDie ModuleTag_10
DeathTypes = ALL
DeathFX = FX_AmericaScoutDroneExplode
End
Behavior = TransitionDamageFX ModuleTag_11
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall
End
Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13
End
Behavior = OCLSpecialPower ModuleTag_14
SpecialPowerTemplate = SuperweaponPredatorDroneStrike;@@KRIS@@
OCL = SUPERWEAPON_PredatorDroneStrike
CreateLocation = USE_OWNER_OBJECT
ScriptedSpecialPowerOnly = Yes
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 6.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89; minimum elevation angle above horizon. Used to limit shadow length
End
CommandButton Command_PredatorDroneStrike
Command = SPECIAL_POWER
SpecialPower = SuperweaponPredatorDroneStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:PredatorDroneStrike
ButtonImage = SAPredatorStrike
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipPredatorDroneStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
End
CommandButton Command_PredatorDroneStrikeFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponPredatorDroneStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:PredatorDroneStrikeShort
ButtonImage = SAPredatorStrike
; ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipPredatorDroneStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseSciencePredatorDroneStrike
Command = PURCHASE_SCIENCE
Science = SCIENCE_PredatorDroneStrike
ButtonImage = SAPredatorStrike
ButtonBorderType = UPGRADE; Identifier for the User as to what kind of button this is
End
;--------------------------------AIR FORCE GENERAL--------------------------------
Object AirF_AmericaCommandCenter
;I edited ModuleTag_21 which belongs to Scout drone
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperWeaponPredatorDroneStrike
OCL = SUPERWEAPON_PredatorDroneStrike
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
;-----------------------------------COMMAND SET----------------------------------
;;; NEW Air Force General;;;
CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1
1 = Command_PurchaseSciencePredatorDroneStrike
2 = AirF_Command_PurchaseScienceCarpetBomb
4 = Early_Command_PurchaseScienceEmergencyRepair1
END
CommandSet AirF_SpecialPowerShortcutUSA
1 = Command_PredatorDroneStrikeFromShortcut
2 = Command_JDAMFromShortcut
3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut
4 = Early_Command_EmergencyRepairFromShortcut
5 = Command_DaisyCutterFromShortcut
6 = Command_FireParticleUplinkCannonFromShortcut
7 = Command_SpySatelliteScanFromShortcut
8 = Command_CIAIntelligenceFromShortcut
9 = AirF_Command_SpectreGunshipFromShortcut
10 = Command_LeafletDropFromShortcut
11 = AirF_Command_CarpetBombFromShortcut
END
CommandSet AirF_AmericaCommandCenterCommandSet
1 = AirF_Command_ConstructAmericaDozer
2 = AirF_Command_SpectreGunship
4 = Command_LeafletDrop
5 = AirF_Command_A10ThunderboltMissileStrike
6 = Command_JDAM
7 = Command_PredatorDroneStrike
8 = Early_Command_EmergencyRepair
9 = Command_DaisyCutter
10 = Command_SpySatelliteScan
13 = Command_SetRallyPoint
14 = Command_Sell
End
;-------------------------------------SCIENCE------------------------------------
Science SCIENCE_PredatorDroneStrike
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:AmericaPredatorDroneStrike
Description = CONTROLBAR:ToolTipUSASciencePredatorDroneStrike
End
;----------------------------------SPECIAL POWER-------------------------------------------
SpecialPower SuperweaponPredatorDroneStrike
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 120000; in milliseconds
RequiredScience = SCIENCE_PredatorDroneStrike
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 50
ShortcutPower = Yes;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;----------------------------------WEAPON OBJECTS--------------------------------
Object PredatorDroneMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVWarthog_M
ParticleSysBone = NONE MissileExhaust
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_08
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_09
TryToFollowTarget = Yes
FuelLifetime = 10000
InitialVelocity = 30 ; in dist/sec
IgnitionDelay = 0
IgnitionFX = FX_A10ThunderboltMissileIgnition
End
; It's a missile, it needs to hit so it can +DETONATED
; Behavior = HeightDieUpdate ModuleTag_10
; TargetHeight = 1.0
; TargetHeightIncludesStructures = No
; End
Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
Behavior = SpecialPowerCompletionDie ModuleTag_11
SpecialPowerTemplate = SuperweaponPredatorDroneStrike
End
; Geometry = Sphere
; GeometryIsSmall = Yes
;GeometryMajorRadius = 12.0
End
;-----------------------------------WEAPON----------------------------------------
Weapon PredatorDroneMissileWeapon
PrimaryDamage = 200.0;GS changed to what it was secretly doing pending review
PrimaryDamageRadius = 50.0
AttackRange = 350.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileDetonationFX = FX_PredatorDroneMissileExplosion
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
DelayBetweenShots = 0; time between shots, msec
ClipSize = 1; how many shots in a Clip (0 == infinite)
ClipReloadTime = 20000; how long to reload a Clip, msec
AutoReloadsClip = No
End
; ----------------------------OBJECT CREATION LIST-------------------------------
ObjectCreationList SUPERWEAPON_PredatorDroneStrike
DeliverPayload
Transport = AmericaVehiclePredatorDrone
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500;time in between each set of items dropped (if more than one)
DeliveryDistance = 450;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 1 ;Drops one missil at a time
VisibleDropBoneBaseName = WeaponA;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile;The bombs are visible until dropped.
VisibleNumBones = 2 ;Number of bones.
VisiblePayloadTemplateName = PredatorDroneMissile;Created when payload is dropped.
VisiblePayloadWeaponTemplate = PredatorDroneMissileWeapon
InheritTransportVelocity = Yes;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCNapalmStrike_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -------------------------------------FX LIST-------------------------------------
FXList FX_PredatorDroneMissileExplosion
ParticleSystem
Name = CarpetBombExplosion
InitialDelay = 0 0 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombWave
InitialDelay = 0 0 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombExplosionPuff
InitialDelay = 0 0 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = BombTruckDefaultExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckDefaultLenzFlare
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckDefaultExplosionTrailArms
InitialDelay = 100 100 UNIFORM;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
Sound
Name = ExplosionCarpetBomb
End
End
;--------------------------SPECIAL POWERS OBJECTS--------------------------------------------------
Object AmericaVehiclePredatorDrone
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVScoutDr
Animation = AVScoutDr.AVScoutDr
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = AVScoutDr_d
Animation = AVScoutDr_d.AVScoutDr_d
AnimationMode = LOOP
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ScoutDrone
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundAmbient = NoSound
SoundAmbientRubble = NoSound
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL DroneLocomotor
Behavior = StealthDetectorUpdate ModuleTag_04
DetectionRate = 500; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ???;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No;Contained means being in a transport or tunnel network.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = SlavedUpdate ModuleTag_06
GuardMaxRange = 35;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10;How far I'm allowed to wander from target.
ScoutRange = 75;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10;How far I'm allowed to wander from scout point.
DistToTargetToGrantRangeBonus = 20;How close I have to be to the master's target in order to grant master a range bonus.
StayOnSameLayerAsMaster = Yes
End
Behavior = MaxHealthUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 25.0
ChangeType = ADD_CURRENT_HEALTH_TOO;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Behavior = CreateObjectDie ModuleTag_09
DeathTypes = ALL
CreationList = OCL_AmericaScoutDroneExplode
End
Behavior = FXListDie ModuleTag_10
DeathTypes = ALL
DeathFX = FX_AmericaScoutDroneExplode
End
Behavior = TransitionDamageFX ModuleTag_11
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall
End
Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13
End
Behavior = OCLSpecialPower ModuleTag_14
SpecialPowerTemplate = SuperweaponPredatorDroneStrike;@@KRIS@@
OCL = SUPERWEAPON_PredatorDroneStrike
CreateLocation = USE_OWNER_OBJECT
ScriptedSpecialPowerOnly = Yes
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 6.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89; minimum elevation angle above horizon. Used to limit shadow length
End