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Feb 21st, 2020
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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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