✅ Verified in-game β€” deeper pass: reframed as a screen-tint override (not an ordnance spawner), surfaced the high-bloom cluster-bomb Atmosphere tunables, cross-linked Graphics/Event/mrxclusterbomb

AirstrikeAtomsphereClusterbomb

Module: airstrike_atomsphere_clusterbomb.lua

Overview

This module is the screen-grade / post-process flash for the Cluster Bomb airstrike β€” it does not spawn any bomblets. On activation it overrides the global Graphics.Atmosphere look (max bloom, neutral ambient) for a moment, then lets the engine restore the previous state. The actual ordnance and its cone of bomblets are handled by MrxClusterBomb via Airstrike.SpawnOrdnance/Airstrike.ConeSpawn.

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

Inheritance

  • Inherits from: none
  • Imports: none

Instance pattern

Stateless utility module β€” no Create/instance pattern, 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). guid is accepted but unused (no ShieldFace in this variant).

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 / fBloomBlurRadius / fBloomThreshold 1 Bloom pinned to max β€” bright, hazy flash.
fBloomMultiplier 0.8 Strong bloom output.
fLightIntensity 1 Neutral scene light.
fTimeRestore 1.7 Blends back over ~1.7 s.

Ambient/cube/rim colors are neutral grey 128,128,128,255; gradient stops uiGradient0_Color2 / uiGradient1_Color1 are zeroed to 0,0,255,0.

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) from an OnLoad script to retune bloom/light/restore time.
  • These overrides are global β€” they hit every player’s screen, not just the strike zone. fTimeRestore controls how long the graded look lingers.
  • To change the bomblet count/spread, edit MrxClusterBomb β€” this file is visuals only.

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