Chrono Vortex Posted August 4, 2017 Share Posted August 4, 2017 (edited) This is based on this tutorial from Project Perfect Mod. If you want an in-depth exploration into the nature of parabombs, have a look at it. The first thing you'll need to do is copy this INI code into your map, using Notepad or Notepad++: [PBOMB] UIName=Name:CAMISC02 Name=Parabomb Image=CTMISC02 ;CAMISC02 for snow maps Primary=Parabomb Civilian=yes Category=Soldier Nominal=yes CanPassiveAquire=yes CanRetaliate=yes Crushable=no Insignificant=yes AttackFriendlies=yes Sensors=yes SensorsSight=255 DetectDisguise=yes DetectionDistance=255 OpportunityFire=yes GuardRange=255 Prerequisite=BARRACKS RadarVisible=no RadarInvisible=yes Strength=500 Armor=special_2 TechLevel=-1 Sight=8 Speed=0 DeathAnims=TWLT100I DeathWeapon=KillMe DefaultToGuardArea=yes HasStupidGuardMode=false Explodes=yes Selectable=no ImmuneToPsionics=yes ImmuneToRadiation=yes ImmuneToPoison=yes ImmuneToVeins=yes Unnatural=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=0 BerserkFriendly=yes IsSelectableCombatant=no Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=InfantryDestroyer ThreatPosed=1 Bombable=no LegalTarget=no Size=1 AllowedToStartInMultiplayer=no Trainable=no DontScore=yes PreventAttackMove=yes DieSound=ExplosionCrazyIvan TypeImmune=yes [NapalmWH] CellSpread=4 PercentAtMax=.6 Wood=yes Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100% InfDeath=4 Sparky=no Fire=no ProneDamage=600% [KillMe] Projectile=InvisibleAll Damage=80 Warhead=NapalmWH Anim=TWLT100I Range=255 ROF=15 Suicide=yes FireInTransport=no [Parabomb] ROF=15 Damage=80 Range=255 Projectile=DropP Speed=100 Warhead=NapalmWH OmniFire=yes Suicide=yes RevealOnFire=no Anim=TWLT100I [DropP] Inviso=yes Image=none AA=no AG=yes AN=yes AS=yes [Warheads] XXX=NapalmWH ;Replace "XXX" with a number above 105 (the first 105 entries under [Warheads] are already in use). [InfantryTypes] XX=PBOMB ;Replace "XX" with a number above 65 (the first 65 entries under [InfantryTypes] are already in use). This adds an infantry unit (called "PBOMB") with a suicide weapon to the map, which will act as a parabomb. Be sure to add the entry numbers under [Warheads] and [InfantryTypes] before you proceed. The next thing you'll need to do is add a trigger which paradrops a team of parabombs somewhere. If you don't know how to do that, these are the steps: Open the script editor and add a new script. Add an "Attack" action to that script (this ensures that the parabombs will explode on impact with the ground). Open the taskforce editor and add a new taskforce. change the "Unit type" to "PBOMB," and the "Number of units" to however many parabombs you want to be dropped. Place a waypoint on the map at the location you want your parabombs to be dropped (henceforth referred to as waypoint X), and another at the location you want the cargo plane to spawn (henceforth referred to as waypoint Y). Open the teams editor and add a new team. Change the "Script" and "Task force" to the ones you just made. Change the "House" to "Civilian." Check the "Cargo plane" box. Change the "Waypoint" to waypoint X and the "Transport waypoint" to waypoint Y. Open the trigger editor and add a new trigger. Under "Events," add an event for whatever conditions you want to cause the parabombs to be dropped. Under "Actions," add a new action. Change the "Action type" to "7 Reinforcement (team)..." and the "Parameter value" to the team you just made. And that's it. If you've done everything right, this is what the end result should look like: If you want an example of this at work, take a look at this map. Edited August 10, 2017 by Chrono Vortex 1 Link to comment Share on other sites More sharing options...
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