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 gameβs atomsphere effect objects is spawned alongside it purely for the visual punch.
atomsphereis 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 βcorrectβ 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 (200β400) 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.Createsubscription. The onlyEvent.*use is scheduling:Event.TimerRelativefires_GraphicsAtoonce, 0.1 s after activation.OnActivateitself is an engine lifecycle callback, not an event subscription.
Notes for modders
- This is the βmake the explosion flash look differentβ lever, nothing more. Override
_GraphicsAtofrom anOnLoadscript (both functions are plain non-localglobals) to retune bloom/light/restore time. To change the bomb β template, radius, count β edit MrxBombingRun instead. fTimeRestoreis the knob for how long the graded look lingers; raise it for a slower βrecoverβ 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
fTimeRestoreis what keeps that from being obtrusive.