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  1. ;------------------------------------------------------------------------------
  2. Weapon AlexC4
  3.   PrimaryDamage = 50               ; not used for this weapon (it's "special")            
  4.   PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")    
  5.   AttackRange = 999999            ; not used for this weapon (it's "special")
  6.   DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  7.   DeathType = EXPLODED
  8.   WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  9.   ProjectileObject       = SpectreHowitzerShell
  10.   ProjectileDetonationFX = FX_SpectreHowitzerExplosion
  11.   FireSound              = StrategyCenter_ArtilleryRound
  12.   RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  13.   DelayBetweenShots = Min:100 Max:1000
  14.   ClipSize = 18
  15.   ClipReloadTime = 10000 ; give it time to sink into the ground          
  16.   AutoReloadsClip = Yes
  17.   ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
  18.  
  19.   ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  20.   ; These specific points are an even distribution simulating a 150 ScatterRadius.
  21.   ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  22.   ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
  23.  
  24.   ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
  25.   ScatterTarget = X: 0.000 Y: 0.133
  26.   ScatterTarget = X: 0.133 Y:-0.200
  27.   ScatterTarget = X:-0.067 Y: 0.667
  28.   ScatterTarget = X: 0.300 Y: 0.300
  29.   ScatterTarget = X: 0.767 Y: 0.000      
  30.   ScatterTarget = X: 0.500 Y:-0.567        
  31.   ScatterTarget = X:-0.333 Y:-0.800        
  32.   ScatterTarget = X:-0.600 Y:-0.1333        
  33.   ScatterTarget = X:-0.567 Y: 0.433        
  34.  
  35.   PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  36.   PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  37.   AcceptableAimDelta = 180 ; Don't need to turn at all.
  38.  
  39.   ; note, these only apply to units that aren't the explicit target
  40.   ; (ie, units that just happen to "get in the way"... projectiles
  41.   ; always collide with the Designated Target, regardless of these flags
  42.   ProjectileCollidesWith = STRUCTURES
  43. End
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