Posted: Tue Oct 05, 2021 12:04 am Post subject:
Bomber Not Working
I'm trying to get a bomber to drop just one powerful bomb but either it drops several and blows up when it releases them or it fires several that fly in front of the plane.
I tried using the carpet bomb tutorial but thats not working for me.
; Intruder ;Harrier
[VULT]
UIName=Name:GunBomber
Name=GunBomber
Image=VULT
Prerequisite=RADAR;GAAIRB
Primary=BlimpBombE
;Primary=GunBomb
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=300
Category=AirPower
Armor=light
TechLevel=3
Sight=20
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRB
PipScale=Ammo
Speed=14
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans
Cost=1500
Points=20
ROT=3
Ammo=2
Crewed=yes
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=90
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=MaverickE
PreventAttackMove=yes
You want to drop just" One " bomb, but your unit carries 2 AMMO, also weapon has BURST= 2 ? You didn't use "Vertical=yes" tag on "Projectile" and why you cancelled "DetonationAltitude=" tag ?
Try with this,and return if you wish...
Quick edit= Sorry, forget everthing! just make your weapon speed=0 and add Floater=yes , and it is done ! _________________ drugstore-catalog.com QUICK_EDIT
After adding it still does not work, fires several flying bombs flying in front of the plane that are faster in speed and which never hit the ground and the carpet bomb tutorial does not tell you how to make a dummy or airburst weapon.
Would had been far better to just post the entire working code and explain what these parts do.
Or can you post a link to a mod that has a carpet bombing feature so I can just look at the proper Rules please.
Thanks QUICK_EDIT
Just make the "Fighter=yes " to "no" from the plane and try by this way. Thats why it ignores the RateOfFire... :O Also make your ROF=100 or even larger.. _________________ drugstore-catalog.com QUICK_EDIT
Maybe because the tutorial is incomplete because it only speaks about using a dummy or airburst weapon but it doesn't tell you the steps to go about making these and connecting it to the carpet bomb and it's supposed to be based on the Chemtrail missile tutorial
https://modenc.renegadeprojects.com/Creating_a_Chemtrail_aircraft
Which seems very vague and imcomplete because it already assumes you have a working GasCloudSys, which I do but its the virus cloud which I used for another unit that works so I tried it anyway and all it does is blow up the aircraft and leave just 1 small cloud of gas.
Anyone know of a mod that has a carpet bomb feature ?
Better to get it from a reliable working code. QUICK_EDIT
The problems I had with airburst weapons is that they invariably head towards the target on the same vector as the aircraft, then explode into the aircraft also traveling. It ends up like a suicide weapon.
I use the 5-bomb and 1-missile methods on various aircraft, they all have Fighter=yes tags, I even have one (Warthog) that sprays machinegun fire at the ground ahead of it, and will come back around for a second pass (Ammo=2). As I recall Fighter just makes the aircraft forget the target the moment it fires, without it the aircraft will stay in attack mission until the weapon has completed or the target got destroyed, meaning it will keep flying well past the target needlessly taking fire from AA instead of turning around. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum