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Whiteboy's jumpjet problems
#1
Whiteboy asked me to post this...

Whiteboy Wrote:i have a jumpjet bomber style unit
drops bombs like a kirov
BUT...
it cannot attack things behind walls...
(unless you move the unit right over the target)

I spent a while telling him it's the weapon, which, if you note, is a hacked Orca Bomber relic [Bomb]. As we all know, weapons from AircraftTypes don't really work well on VehicleTypes and vice versa. But, alas, he wasn't convinced...

Code:
;Allied Nemesis Fighter-Bomber
[NEMESIS]
UIName=Name:NEMESIS
Name=Nemesis Fighter-Bomber
Prerequisite=RADAR,CALAB,GATECH,CAUSFGL,FACTORY
Primary=Bomb
Secondary=RedEye3;FlakTrackAAGunE;Couldn't get this to work
CanPassiveAquire=no; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=745;735;725;650
Category=AirPower
Armor=light;medium
TechLevel=8
Sight=5;4
RadarInvisible=no
Landable=no;yes
MoveToShroud=yes;no
;Dock=GAAIRC,AMRADR
;PipScale=Ammo
;PipWrap=1
;Ammo=-1
Speed=15
PitchAngle=0
JumpjetSpeed=25;20;15;5;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=12; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=30; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=12
JumpjetHeight=750
;JumpjetWobbles=.01; ! value of zero stop wobbles? ?NO! ?Wobbles of zero means div by 0 crash. ?"How many wobbles would you like?" ?"0" ?"You must have wobbles!!! ?I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes; JJ plummets down like aircraft
PitchSpeed=.9
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
;RequiredHouses=Alliance;Americans,British
Cost=2000
Soylent=500
Points=50
ROT=3
Crewed=no
ConsideredAircraft=yes
;AirportBound=yes; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=0;30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=NemesisSelect
VoiceMove=NemesisMove
VoiceAttack=NemesisAttackCommand
VoiceCrashing=NemesisVoiceDie
CreateSound=NemesisCreated
DieSound=
MoveSound=NemesisMoveLoop
AmbientSound=NemesisMoveLoop;so it still makes a sound even when stopped in mid-air
CrashingSound=BlackEagleDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
BalloonHover=yes; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5};Jumpjet
SpeedType=Hover
ThreatPosed=20; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=NemesisTakeOff;Taking off
;AuxSound2=NemesisLanding;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF,SELF_HEAL,RADAR_INVISIBLE
;Fighter=yes
JumpJet=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=BombE
EliteSecondary=RedEye3;FlakTrackAAGunE;Couldn't get this to work
PreventAttackMove=yes
;AIBuildThis=yes
TooBigToFitUnderBridge=true
BuildTimeMultiplier=1.15
SelfHealing=yes
Bunkerable=no
Size=31

;=======================

;Nemesis Bomb
[Bomb]
Damage=36;38;40;35;100;150
AmbientDamage=7;8;7
ROF=640;750;770;750;800;850;10; was 1
Range=1.5;1.1
Projectile=Cannon2
Speed=0;7;0;changed from 0 to 7 on 24th Oct 04
Warhead=ORCAHE
Floater=yes;no;yes;changed from yes to no on 24th Oct 04
Report=NemesisAttack
OmniFire=yes
Burst=2
;Range=1.5
;CellRangefinding=yes
;SubjectToCliffs=no
;SubjectToElevation=no
;SubjectToWalls=no
;CellRangefinding=yes;should be yes?
CellRangefinding=no;changed to no on 20/11/04

;=======================================

;Nemesis projectile
; orca bomber bomblets
[Cannon2]
Image=120MM;make this a bigger image? Like the Reaper RPGs?

;Pasted from [BlimpBombP]
;Arm=10
;Shadow=no
;Acceleration=1
;Vertical=yes;can't turn or do much of anything. ?Just stays on the vector of its initial shooting (up or down)
;DetonationAltitude=20000; Needs this to prevent premature explosionation since uses same system as nuke
;End of paste

AA=no;put back in on 20/11/04
;Vertical=yes;should be yes?
;SubjectToCliffs=no
;SubjectToElevation=yes
;SubjectToWalls=no
;ROT=10;homes in

;these 3 taken out 20/11/04
;Vertical=yes;yes;can't turn or do much of anything. ?Just stays on the vector of its initial shooting (up or down)
;DetonationAltitude=20000; Needs this to prevent premature explosionation since uses same system as nuke
;Shadow=no

;====================================

;Nemesis warhead
; Orca bomber HE bomb
[ORCAHE]
Wall=yes
;Sparky=no;yes;no;does it create fires?;taken out on 20/11/04
Wood=yes
Bright=yes
;Fire=yes;taken out on 20/11/04
;Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
;Verses=210%,180%,160%,200%,170%,150%,90%,75%,60%,100%,100%;replaced with a toned-down version on 20/11/04
Verses=200%,170%,150%,190%,165%,150%,85%,70%,56%,100%,100%
;Verses=200%,90%,75%,32%,100%; changed conc from 10%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=EXPLOMED,EXPLOLRG
;Deform=8%
;DeformThreshhold=160
Tiberium=yes
ProneDamage=150%
CellSpread=3;3.4
;PercentAtMax=1.5;put in, then taken out on 20/11/04
;SubjectToCliffs=no
;SubjectToElevation=no
;SubjectToWalls=no

Worth playing: 1 | 2 | 3
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Messages In This Thread
[No subject] - by DCoder - 15.08.2005, 15:57:59
[No subject] - by [Guest]wthigon_* - 15.08.2005, 16:32:19
[No subject] - by Whiteboy - 15.08.2005, 17:36:04
[No subject] - by CannisRabidus - 15.08.2005, 17:38:21
[No subject] - by DCoder - 15.08.2005, 17:43:03
[No subject] - by CannisRabidus - 15.08.2005, 20:09:00
[No subject] - by Whiteboy - 17.08.2005, 05:25:30
[No subject] - by CNCM_BLITZ - 28.09.2005, 03:28:58
[No subject] - by DCoder - 28.09.2005, 10:15:16



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