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- ;------------------------------------------------------------------------------
- Weapon AlexC4
- 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
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