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Object Creation List

XP and Weapon Bonus Propagation

Added new parameters to CreateObject entries

  • InheritsWeaponBonus = NoCreated objects will inherit their current weapon bonus from their caller. This allows delayed weapon explosions to properly use the parent object's upgrades and veterancy.
  • ExperienceSinkForCaller = NoAny experience gained by the created object will be propagated to it's caller. This allows objects created by weapon's detonation OCL, like FireFields to gain XP for the shooter.

Water Impact (CreateObject)

Added parameters to CreateObject nuggets so that created debris reacts when it hits the water surface (used for naval wrecks/debris):

  • DebrisObject = <ObjectTemplate>Object template to create as debris.
  • WaterImpactSound = <AudioEvent>Sound played when the created object impacts water.
  • WaterImpactFX = <FXList>FXList played when the created object impacts water.

New Disposition Flags

  • ALIGN_Z_UPUsed in combination with LIKE_EXISTING; Keeps the Z axis of the object aligned upwards.

DeliverPayload

Added parameters to the DeliverPayload nugget:

  • TargetOffset = X:0.0 Y:0.02D offset (relative to the delivery direction) applied to the payload's target/drop point. Combined with the formation size to spread out multiple delivered objects.
  • FireWeaponSlots = PRIMARYWhich weapon slot(s) the delivering object fires while delivering the payload. Accepts a list of weapon slots, e.g. PRIMARY SECONDARY. Default = PRIMARY
  • StrafingWeaponTargetsWater = NoIf Yes, a strafing delivery (e.g. A-10 strafe genpower) will also target the water surface, so shots detonate on water instead of passing through. Default = No