✅ Verified in-game β€” deeper pass: reframed as a screen-tint override (not an ordnance spawner), documented ShieldFace and the extreme nuke grade (fLightIntensity 6 / fTimeRestore 5.5 β€” the strongest of the family), cross-linked mrxbunkerbuster/MrxUtil/Graphics

AirstrikeAtomsphereTactNuke

Module: airstrike_atomsphere_tactnuke.lua

Overview

This is the screen-grade / post-process flash for the tactical-nuke effect β€” it does not detonate anything. On activation it overrides the global Graphics.Atmosphere look with the most extreme grade of the whole airstrike family (blinding light, huge bloom, a slow ~5.5 s recovery), then makes nearby heroes shield their eyes via MrxUtil.ShieldFace. The β€œnuke” itself is the Nuclear branch of MrxBunkerBuster β€” its FinalExplosion spawns global_particle_airstrike_tactnuke and posts a "Nuked" event; this module supplies the whiteout flash.

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 tables, no uGuid keying, no persistent state. Reacts to one engine OnActivate call.

Functions

OnActivate(guid)

Engine lifecycle callback. Schedules _GraphicsAto 0.15 s later via Event.Create(Event.TimerRelative, {0.15}, _GraphicsAto, {guid}).

_GraphicsAto(guid)

Runs the Graphics.Atmosphere.Begin() … End() override block (see tunables), then calls MrxUtil.ShieldFace(guid) β€” plays the "shieldface" action on every player hero within 150 units of guid.

Module constants & tunables

Hardcoded literals inside _GraphicsAto (no named module constants). This variant is the strongest grade in the family:

Graphics.Atmosphere key Value Effect
fAtmosphereLimit 400 Widest haze reach of any variant.
fBloomAmount 2 Double the normal max β€” pushes into full whiteout.
fBloomMultiplier 1.8 Heaviest bloom output.
fLightIntensity 6 Blinding flash (others top out at 3.75).
fTimeRestore 5.5 Longest recovery β€” the washed-out look lingers ~5.5 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, 0.15 s after activation. OnActivate is an engine lifecycle callback.

Notes for modders

  • This is the β€œnuke whiteout” grade. fLightIntensity (6) and fTimeRestore (5.5) are the two knobs that make it feel nuclear β€” dial them down toward the other variants for a subtler blast, or up for an even longer blind.
  • Override _GraphicsAto (a plain global) to retune, or drop the ShieldFace flinch (150-unit radius, defined in mrxutil).
  • The nuclear detonation logic lives in MrxBunkerBuster’s FinalExplosion, not here.

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