✅ Verified in-game β€” deeper pass: reframed as a screen-tint override (not an ordnance spawner), documented the ShieldFace 150-unit reaction, surfaced the darker carpet-bomb Atmosphere tunables, cross-linked mrxcarpetbomb/MrxUtil/Graphics

AirstrikeAtomsphereCarpetbomb

Module: airstrike_atomsphere_carpetbomb.lua

Overview

This is the screen-grade / post-process flash for the Carpet Bomb airstrike β€” it does not spawn any bomblets. On activation it overrides the global Graphics.Atmosphere look for a moment, then also makes nearby player characters flinch and shield their eyes via MrxUtil.ShieldFace. The bomb lines themselves are laid down by MrxCarpetBomb. Compared to the other variants this one dials brightness/bloom down (dark, smoky feel) rather than up.

atomsphere is a typo baked into the real in-game object name (it means atmosphere). Leave it as-is.

Inheritance

  • Inherits from: none
  • Imports: MrxUtil

Instance pattern

Stateless utility module β€” no per-instance table, no uGuid keying, no persistent state. Reacts to one engine OnActivate call.

Functions

OnActivate(guid)

Engine lifecycle callback. Schedules _GraphicsAto 0.1 s later via Event.Create(Event.TimerRelative, {0.1}, _GraphicsAto, {guid}).

_GraphicsAto(guid)

Runs the Graphics.Atmosphere.Begin() … End() override block (see tunables), then calls MrxUtil.ShieldFace(guid). ShieldFace looks up the effect object’s position and, for every player whose hero is within 150 units, plays the "shieldface" action on that hero β€” the flinch-from-the-blast animation. Here guid is used (it’s the anchor for that distance check).

Module constants & tunables

Hardcoded literals inside _GraphicsAto (no named module constants). Notable for this variant:

Graphics.Atmosphere key Value Effect
fAtmosphereLimit 200 Standard haze reach.
fBloomAmount / fBloomMultiplier 0.1 / 0.08 Very low bloom β€” the darkest of the family.
fLightIntensity 0.25 Dims the scene (smoke/soot feel), opposite of the nuke variants.
fTimeRestore 0.6 Quick blend back to normal.

Ambient/cube/rim colors are neutral grey 128,128,128,255; this variant does not touch the gradient stops.

Events

  • Not an Event.Create subscription. Event.TimerRelative schedules _GraphicsAto once, 0.1 s after activation. OnActivate is an engine lifecycle callback.

Notes for modders

  • Override _GraphicsAto (a plain global) to retune the grade or to drop the ShieldFace flinch.
  • The 150-unit radius in MrxUtil.ShieldFace is the trigger distance for the eye-shield animation β€” change it in mrxutil (shared by every ShieldFace-using bomb), not here.
  • To change the actual bomb pattern/count, edit MrxCarpetBomb β€” this file is visuals only.

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