✅ Verified in-game — deeper pass: reframed as a screen-tint override (not an ordnance spawner), documented the ShieldFace 150-unit reaction, surfaced the bright daisy-cutter Atmosphere tunables, cross-linked mrxdaisycutter/MrxUtil/Graphics

Airstrike_Atmosphere_Daisycutter

Module: airstrike_atomsphere_daisycutter.lua

Overview

This is the screen-grade / post-process flash for the Daisy Cutter airstrike — it does not spawn the bomb. On activation it overrides the global Graphics.Atmosphere look (bright over-exposed flash) for a moment, then makes nearby player heroes flinch and shield their eyes via MrxUtil.ShieldFace. The actual ordnance is delivered by MrxDaisyCutter.

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 — no per-instance tables, no uGuid management, 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), which plays the "shieldface" action on every player hero within 150 units of guid (the flinch-from-the-blast animation).

Module constants & tunables

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

Graphics.Atmosphere key Value Effect
fAtmosphereLimit 250 Wider haze reach than the standard 200.
fBloomAmount / fBloomMultiplier 0.84 / 0.66 Strong bloom.
fLightIntensity 3.75 Big over-bright flash (matches the MOAB variant).
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. (Identical numeric grade to the MOAB variant except fTimeRestore.)

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 eye-shield radius lives in mrxutil’s ShieldFace (shared by several bomb effects); change it there, not here.
  • To change the bomb itself, edit MrxDaisyCutter — this file is visuals only.

Back to top

This site uses Just the Docs, a documentation theme for Jekyll.