Posted: Sun Jul 12, 2020 4:37 pm Post subject:
Making tomahawk storm and Artillery Barrage superweapon ARES
I want it to be without using lightning storm. I am using the Airstrike logic.
Code:
[TomalMissileSpecial]
UIName=NOSTR:Tomahawk Storm
Name=Tomahawk Storm
IsPowered=no
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=0.01
Type=SpyPlane
Action=AttackSupport
SidebarImage=BPLNICON
ShowTimer=no
SW.AuxBuildings=EXPCALAB
EVA.Ready=none
EVA.Detected=none
EVA.Activated=none
AIDefendAgainst=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
SW.AITargeting=Nuke
Cursor=Attack
SpyPlane.Type=TOMALSPAWNER
SpyPlane.Count=3
SpyPlane.Mission=Attack
I made the aircraft to fire the missile at the edge of the map and the aicraft itself will return back immediately. Weapon range 255 but the problem is when I am using scatter. I made an aircraft very small that you almost can't be seen in the game, almost impossible to noticed but I want the missile to do the correct job.
Missile did not to go the target area but fired and hit around corner of the map. BallisticScatter according to Ares document requires Inaccurate=yes and Arcing=yes. I might be wrong, please help me.
If I want to do artillery barrage and tomahawk or scud to hit in a big area (scatter) what should I do because I want these stuff to be seen in a radar similar to generals but I don't want weather logic because it's not capable to fire many sw at once. QUICK_EDIT
For Artillery, you could use an invisible plane, that uses a suicide weapon over the target area, and spawn the artillery shells as Debris.
Code:
[AirstrikeAircraft]
…
DebrisAnims=350MMDEBRIS1,350MMDEBRIS2,350MMDEBRIS3
MaxDebris=1
MinDebris=1
FlightLevel=6500 ; spawn the shells to fall from a very high altitude
[350MMSHELL]
Image=350MMSHELL ;name of the projectile shp
AltPalette=yes
UseLineTrail=yes
LineTrailColor=35,255,70
LineTrailColorDecrement=1
DemandLoad=true
I use this code with one plane spawning 20 debrises, but if you want the projectiles to appear on the radar, you need one debris for each plane, and use 20 or how many artillery shells you want to have as SpyPlane.Count=.
I think a debris needs to play an animation, here's one with 8 (identical) frames.
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