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- ; -----------------------------------------------------------------------------
- ObjectCreationList AlexSUPERWEAPON_ScudStorm
- Attack
- WeaponSlot = PRIMARY
- NumberOfShots = 9
- DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
- DeliveryDecal
- Texture = SCCScudStorm_GLA
- Style = SHADOW_ALPHA_DECAL
- OpacityMin = 25%
- OpacityMax = 50%
- OpacityThrobTime = 500
- Color = R:33 G:255 B:67 A:255
- OnlyVisibleToOwningPlayer = Yes
- End
- End
- End
- ;------------------------------------------------------------------------------
- Weapon AlexScudStormWeapon
- PrimaryDamage = 50 ; not used for this weapon (it's "special")
- PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
- AttackRange = 999999 ; not used for this weapon (it's "special")
- DamageType = EXPLOSION ; not used for this weapon (it's "special")
- DeathType = EXPLODED
- WeaponSpeed = 99999 ; not used for this weapon (it's "special")
- ProjectileObject = SpectreHowitzerShell
- ProjectileDetonationFX = FX_SpectreHowitzerExplosion
- FireSound = StrategyCenter_ArtilleryRound
- RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
- DelayBetweenShots = Min:100 Max:1000
- ClipSize = 18
- ClipReloadTime = 10000 ; give it time to sink into the ground
- AutoReloadsClip = Yes
- ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below
- ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
- ; These specific points are an even distribution simulating a 150 ScatterRadius.
- ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
- ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
- ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
- ScatterTarget = X: 0.000 Y: 0.133
- ScatterTarget = X: 0.133 Y:-0.200
- ScatterTarget = X:-0.067 Y: 0.667
- ScatterTarget = X: 0.300 Y: 0.300
- ScatterTarget = X: 0.767 Y: 0.000
- ScatterTarget = X: 0.500 Y:-0.567
- ScatterTarget = X:-0.333 Y:-0.800
- ScatterTarget = X:-0.600 Y:-0.1333
- ScatterTarget = X:-0.567 Y: 0.433
- PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
- PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
- AcceptableAimDelta = 180 ; Don't need to turn at all.
- ; note, these only apply to units that aren't the explicit target
- ; (ie, units that just happen to "get in the way"... projectiles
- ; always collide with the Designated Target, regardless of these flags
- ProjectileCollidesWith = STRUCTURES
- End
- ; ***DESIGN parameters *** CUNT
- DisplayName = OBJECT:NuclearMissile
- Side = AmericaSuperWeaponGeneral
- EditorSorting = STRUCTURE
- Prerequisites
- Object = SupW_AmericaStrategyCenter
- End
- BuildCost = 5000
- BuildTime = 60.0 ; in seconds
- EnergyProduction = -10
- VisionRange = 200.0 ; Shroud clearing distance
- ShroudClearingRange = 200
- WeaponSet
- Conditions = None
- Weapon = PRIMARY AlexScudStormWeapon
- End
- CommandSet = SupW_AmericaNuclearMissileCommandSet
- ArmorSet
- Conditions = None
- Armor = StructureArmorTough
- DamageFX = StructureDamageFXNoShake
- End
- ExperienceValue = 400 400 400 400 ; Experience point value at each level
- MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
- MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType
- ; *** AUDIO Parameters ***
- VoiceSelect = NuclearMissileSelect
- SoundOnDamaged = BuildingDamagedStateLight
- SoundOnReallyDamaged = BuildingDestroy
- UnitSpecificSounds
- UnderConstruction = UnderConstructionLoop
- End
- ; *** ENGINEERING Parameters ***
- RadarPriority = STRUCTURE
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
- Body = StructureBody ModuleTag_06
- MaxHealth = 4000.0
- InitialHealth = 4000.0
- ; 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.
- SubdualDamageCap = 4200
- SubdualDamageHealRate = 500
- SubdualDamageHealAmount = 100
- End
- Behavior = OCLSpecialPower ModuleTag_1054
- SpecialPowerTemplate = AlexSuperweaponScudStorm
- OCL = AlexSUPERWEAPON_ScudStorm
- End
- Behavior = SpecialPowerCreate ModuleTag_1154264
- ;nothing
- End
- Behavior = MissileLauncherBuildingUpdate ModuleTag_09
- SpecialPowerTemplate = AlexSuperweaponScudStorm
- DoorOpenTime = 8000
- DoorWaitOpenTime = 2000
- DoorCloseTime = 8000
- End
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