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  1. ; -----------------------------------------------------------------------------
  2. ObjectCreationList AlexSUPERWEAPON_ScudStorm
  3.   Attack
  4.     WeaponSlot = PRIMARY
  5.     NumberOfShots = 9
  6.     DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
  7.     DeliveryDecal
  8.       Texture           = SCCScudStorm_GLA
  9.       Style             = SHADOW_ALPHA_DECAL
  10.       OpacityMin        = 25%
  11.       OpacityMax        = 50%
  12.       OpacityThrobTime  = 500
  13.       Color             = R:33 G:255 B:67 A:255
  14.       OnlyVisibleToOwningPlayer = Yes
  15.     End
  16.   End
  17. End
  18.  
  19. ;------------------------------------------------------------------------------
  20. Weapon AlexScudStormWeapon
  21.   PrimaryDamage = 50               ; not used for this weapon (it's "special")            
  22.   PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")    
  23.   AttackRange = 999999            ; not used for this weapon (it's "special")
  24.   DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  25.   DeathType = EXPLODED
  26.   WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  27.   ProjectileObject       = SpectreHowitzerShell
  28.   ProjectileDetonationFX = FX_SpectreHowitzerExplosion
  29.   FireSound              = StrategyCenter_ArtilleryRound
  30.   RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  31.   DelayBetweenShots = Min:100 Max:1000
  32.   ClipSize = 18
  33.   ClipReloadTime = 10000 ; give it time to sink into the ground          
  34.   AutoReloadsClip = Yes
  35.   ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
  36.  
  37.   ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  38.   ; These specific points are an even distribution simulating a 150 ScatterRadius.
  39.   ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  40.   ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
  41.  
  42.   ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
  43.   ScatterTarget = X: 0.000 Y: 0.133
  44.   ScatterTarget = X: 0.133 Y:-0.200
  45.   ScatterTarget = X:-0.067 Y: 0.667
  46.   ScatterTarget = X: 0.300 Y: 0.300
  47.   ScatterTarget = X: 0.767 Y: 0.000      
  48.   ScatterTarget = X: 0.500 Y:-0.567        
  49.   ScatterTarget = X:-0.333 Y:-0.800        
  50.   ScatterTarget = X:-0.600 Y:-0.1333        
  51.   ScatterTarget = X:-0.567 Y: 0.433        
  52.  
  53.   PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  54.   PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  55.   AcceptableAimDelta = 180 ; Don't need to turn at all.
  56.  
  57.   ; note, these only apply to units that aren't the explicit target
  58.   ; (ie, units that just happen to "get in the way"... projectiles
  59.   ; always collide with the Designated Target, regardless of these flags
  60.   ProjectileCollidesWith = STRUCTURES
  61. End
  62.  
  63.   ; ***DESIGN parameters *** CUNT
  64.   DisplayName      = OBJECT:NuclearMissile
  65.   Side = AmericaSuperWeaponGeneral
  66.   EditorSorting    = STRUCTURE
  67.   Prerequisites
  68.     Object = SupW_AmericaStrategyCenter
  69.   End
  70.   BuildCost        = 5000
  71.   BuildTime        = 60.0            ; in seconds
  72.   EnergyProduction = -10
  73.   VisionRange      = 200.0           ; Shroud clearing distance
  74.   ShroudClearingRange = 200
  75.   WeaponSet
  76.     Conditions        = None
  77.     Weapon            = PRIMARY AlexScudStormWeapon
  78.   End
  79.   CommandSet       = SupW_AmericaNuclearMissileCommandSet
  80.   ArmorSet
  81.     Conditions      = None
  82.     Armor           = StructureArmorTough
  83.     DamageFX        = StructureDamageFXNoShake
  84.   End
  85.   ExperienceValue     = 400 400 400 400  ; Experience point value at each level
  86.   MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
  87.   MaxSimultaneousLinkKey = Superweapon  ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType
  88.  
  89.   ; *** AUDIO Parameters ***
  90.   VoiceSelect = NuclearMissileSelect
  91.   SoundOnDamaged        = BuildingDamagedStateLight
  92.   SoundOnReallyDamaged  = BuildingDestroy
  93.  
  94.   UnitSpecificSounds
  95.     UnderConstruction     = UnderConstructionLoop
  96.   End
  97.  
  98.   ; *** ENGINEERING Parameters ***
  99.   RadarPriority   = STRUCTURE
  100.   KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
  101.   Body            = StructureBody ModuleTag_06
  102.     MaxHealth       = 4000.0
  103.     InitialHealth   = 4000.0
  104.  
  105.     ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
  106.     ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
  107.     SubdualDamageCap = 4200
  108.     SubdualDamageHealRate = 500
  109.     SubdualDamageHealAmount = 100
  110.   End
  111.  
  112.   Behavior    = OCLSpecialPower ModuleTag_1054
  113.     SpecialPowerTemplate = AlexSuperweaponScudStorm
  114.     OCL                  = AlexSUPERWEAPON_ScudStorm
  115.   End
  116.   Behavior = SpecialPowerCreate ModuleTag_1154264
  117.     ;nothing
  118.   End
  119.   Behavior = MissileLauncherBuildingUpdate ModuleTag_09
  120.     SpecialPowerTemplate = AlexSuperweaponScudStorm
  121.     DoorOpenTime         = 8000
  122.     DoorWaitOpenTime     = 2000
  123.     DoorCloseTime        = 8000
  124.   End
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