✅ Verified in-game β€” deeper pass: reframed as a screen-tint/atmosphere override (NOT an ordnance spawner) β€” surfaced the full Graphics.Atmosphere tunable set, cross-linked Graphics/Event/mrxbombingrun, pruned boilerplate

AirstrikeAtomsphereBombrun

Module: airstrike_atomsphere_bombrun.lua

Overview

This module is the screen-grade / post-process flash for the Bombing Run airstrike β€” it does not spawn the bomb. When the effect object is activated it briefly overrides the global Graphics.Atmosphere settings (ambient light, bloom, light intensity) to punch up the moment of detonation, then lets the engine restore the previous look. The actual ordnance for this weapon is dropped by MrxBombingRun via Airstrike.SpawnOrdnance; one of the game’s atomsphere effect objects is spawned alongside it purely for the visual punch.

atomsphere is a typo baked into the real in-game module/object name (it means atmosphere). It is not a mistake in this wiki β€” do not β€œcorrect” it or the object lookup will fail.

Inheritance

  • Inherits from: none
  • Imports: none

Instance pattern

Stateless utility module β€” no per-instance table, no uGuid keying, no module-level state. It reacts to a single engine OnActivate lifecycle call and does its work through two top-level functions.

Functions

OnActivate(guid)

Engine lifecycle callback fired when the effect object is activated. Schedules _GraphicsAto 0.1 s later via Event.Create(Event.TimerRelative, {0.1}, _GraphicsAto, {guid}). (OnActivate is called by the engine, not by a modder.)

_GraphicsAto(guid)

Opens a scoped Graphics.Atmosphere.Begin() block, pushes a fixed set of SetValue/SetColorValue overrides, then Graphics.Atmosphere.End(). guid is accepted but unused in this variant. See the tunables below for the exact values.

Module constants & tunables

All values are hardcoded literals inside _GraphicsAto (there are no module-level named constants β€” to change them you override the whole function). The distinctive ones for this variant:

Graphics.Atmosphere key Value Effect
fAtmosphereLimit 125 Lower than the other bomb variants (200–400) β€” a tighter haze reach.
fBloomAmount / fBloomMultiplier 0.75 / 0.55 Moderate bloom punch.
fLightIntensity 1.55 Slight over-bright flash.
fTimeRestore 0.5 Seconds to blend the atmosphere back to normal β€” the shortest of the family (this is a quick flash, vs. 5.5 for the tact-nuke).

All ambient/cube/rim colors are set to neutral grey 128,128,128,255; two gradient stops are zeroed (uiGradient0_Color2, uiGradient1_Color1 β†’ 0,0,255,0).

Events

  • Not an Event.Create subscription. The only Event.* use is scheduling: Event.TimerRelative fires _GraphicsAto once, 0.1 s after activation. OnActivate itself is an engine lifecycle callback, not an event subscription.

Notes for modders

  • This is the β€œmake the explosion flash look different” lever, nothing more. Override _GraphicsAto from an OnLoad script (both functions are plain non-local globals) to retune bloom/light/restore time. To change the bomb β€” template, radius, count β€” edit MrxBombingRun instead.
  • fTimeRestore is the knob for how long the graded look lingers; raise it for a slower β€œrecover” after the blast, lower it for a snappier flash.
  • Because the overrides are global, they affect the whole screen for every player, not just the target area β€” the short fTimeRestore is what keeps that from being obtrusive.

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