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RST007

need help to create cluster weapons

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Hi there,

 

Iknow i made it before, but i can't find my guide anymore.

I want to make a V3 rocket launcher into V3 cluster missile. there was a guide in how to do this but i can't find hem anymore.

 

And if this can be done, is it possible to make a superweapon, that fires a few V3 rockets (something like the GLA superweapon from c&c generals)

The idea then of a nuke missile that splits into v3 rockets.

 

anyway, i searched the whole afternoon for this, but i can't seem to find a guide or tutorial for this.

 

 

regards,

 

Robin

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Requires a projectile with Airburst=yes, AirburstWeapon=WhatEverWeapon and Cluster=int. The AirburstWeapon is what does the actual damage and your AirburstWeapon has to be invoked via a hack unit like the Prism Tank's shrapnel weapon.

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Ok, i get it working again,

 

Didn't recieved any IE's so thats good already.

Only something stupid, my V3 missile doesnt launch from my V3 rocket truck, it stays at the truck and an invisible projectile fires, then clusters in my 120MM bombs.

Any idea how to make my missile go in air, then split into 120mm bombs?

 

Here is what i changed:

 

[V3Airburst]

ROF=50

Damage=25 ; just a little extra

Range=10

Projectile=V3AirburstP

Warhead=V3HE

 

[V3AirburstP] ;this is transition between unit rocket and little missiles

Arm=2

Proximity=yes

High=yes

VeryHigh=yes

;Dropping=yes

Cluster=9

Image=V3Launcher --> thisone is wrong, i'm pretty sure, what do i need to do to get V3 launched like normally, and then explode in air in clusters?

Airburst=yes

AirburstWeapon=V3Cluster

Ranged=yes

AA=no

ROT=4

 

[ClusterBits]

Arm=2

High=yes

Shadow=no

Proximity=yes

Ranged=yes

;Image=DRAGON

Image=120MM

FirersPalette=yes

ROT=8

 

i hope some1 can help with this.

 

Also, is it simple to give the nukemissile this weapon? then i could use the bug i now have, an invisible nuke that launches, and then splits into V3 rocket to make a Scud storm simular weapon.

 

Regards,

Robin

Edited by RST007

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V3Launcher is the weapon you'd have to attach this to but you can't do this on spawned missiles. They're handled differently.

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Hi Doctor Destiny,

 

I've found what i wanted, i needed to fill in V3ROCKET, but then i get this stupid thing:

The rocket on the truck is in the colors of my skirmisch army, but the color of the rocket is always Oranje, any idea to make this the same color as the one of the truck?

 

 

Btw tanks for the help so far, with your help i found my own how to code this ;)

 

Regards,

 

Robin

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The orange is the remap color and the ownership is not passed to a dead object. You can't get rid of it short of removing the remap on the missile itself, be it SHP (TS) or voxel.

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I'm having a similar issue and it's driving me crazy... i've gone through this 100 times and i can't figure out what's wrong.. i get an IE as soon as the plane fires...can anyone see the problem?

 

[CarpetBombWeapon]

Damage=1

Warhead=CarpetWH

Projectile=CarpetP

Range=5

ROF=25

Speed=5

 

[CarpetWH]

Verses=100%,100%,100%,100%,100%,100%,100%,100%,20%,100%,100%

AnimList=none

 

[CarpetP]

Arm=2

ROT=1

AA=no

AG=yes

Proximity=no

Ranged=yes

Dropping=yes

Cluster=2

Airburst=yes

AirBurstWeapon=CarpetBombAir

 

[CarpetBombAir]

ROF=1

Range=0

Speed=5

Damage=150

Warhead=CarpetWH2

Projectile=CarpetP2

 

[CarpetWH2]

Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%

InfDeath=5

CellSpread=2

PercentAtMax=.7

AnimList=EXPLOSML

 

[CarpetP2]

Arm=1

ROT=1

AA=no

AG=yes

Ranged=no

Image=120mm

Proximity=yes

SubjectToWalls=no

SubjectToCliffs=no

SubjectToElevation=no

 

[DUMMY3]

Primary=CarpetBombAir

 

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[CarpetP]

AirBurstWeapon=CarpetBombAir

^ Should be AirburstWeapon.

 

Run it against mine if you need a proper reference;

[SubMissile]
Damage=25
ROF=100
Speed=20
Range=8
Projectile=SubAirburst
Warhead=V3HE
FireOnce=yes
Anim=V3TAKOFF
Report=V3Attack
DecloakToFire=yes

[SubAirburst]
Arm=2
Proximity=yes
High=yes
VeryHigh=yes
Cluster=9
Image=DMISL
FirersPalette=yes
Airburst=yes
AirburstWeapon=SubCluster
Ranged=yes
AA=no
ROT=4

[SubCluster]
Damage=80
ROF=50
Projectile=ClusterBits
Range=6
Speed=20
Warhead=V3HE

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unbelievable that a case issue was the problem lol

The bane of programming. Computers can be so picky... :badpc:

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The bane of programming. Computers can be so picky... :badpc:

 

lol i forgot it was case sensitive i guess.. been a while :P

 

 

seems to be working for the most part.. have an odd problem though

 

it seems to ignore what i put in for Cluster= and it just drops 9, also some of the dropped bomblets decide they dont want to explode, isntead they fly around the map in a crazy pattern.. sometimes off the map.. sometimes exploding wherever they feel like it

Edited by AuRaStOrM

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Still haven't figured out the wacky behavior though. And it seems like Cluster is hard-coded to split nine ways.

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some of the dropped bomblets decide they dont want to explode, isntead they fly around the map in a crazy pattern.. sometimes off the map.. sometimes exploding wherever they feel like it

I've gotten that before, when I tried making a Black Eagle drop Kirov-type bombs. It must have been the projectile, because the problem ceased when I reverted them back to the standard missile projectiles. Not entirely sure though, because that was a ways back and I didn't really know what I was doing back then.

Well... I don't always know what I'm doing now either, but that is beside the point...

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yeah.. maybe certain projectiles were never supposed to be air-to-ground so they have a weird behavior when set that way

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