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Feb 21st, 2020
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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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