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View Full Version : A superweapon idea



SJG
12-18-2002, 11:49 PM
I wanna make the nuke special to be an earthquake special,so i hope someone can help me

Scorpio
12-19-2002, 02:08 AM
Just use a String editor to change the name of the superweapon. Then go to art.ini/artmd.ini and change all the nuke anims to image=none. They are [NUKEBALL], [NUKEANIM] or you can delete them. Then go back to rules.ini/rulesmd.ini and add
ShakeXlo=XX
ShakeXhi=XX
ShakeYlo=XX
ShakeYhi=XX XX=Number of your choice
To the [NUKE] entry to make the screen shake like an earthquake. Then go to [NukePayload] and rempve the RadLevel=500 to take away the radiation.And there you have it: a missile that causes earthquakes :lol: . If you don't want the missile just delete their entries. You will still hear "Warning, Nuclear Missile launched." though... :dead:

SJG
12-20-2002, 12:11 AM
But there's another question:when the nuke missile hit the ground ,the whole map turns bright,it seems that this can't change

TGMTE
12-20-2002, 01:38 AM
Nope, its hardwired in the sourcecode.
But i believe there was a keyword in maps witch controlled the brightness?
(unacessible by FAYR, it can only change weather storm lightning.)

editor_24
12-20-2002, 07:57 AM
SJG, please don't use that font... my eyes feel like they've dipped in acid :dead:

Godwin
12-20-2002, 08:01 AM
its hardwired in the sourcecode.


:dead:

SJG
12-21-2002, 06:35 AM
Godwin,in your AR2,the Nemesis's missile looks like tweak from the nuke missile,but there's not brightness,how could u do that?
btw:Teh AR2 is a good very good mod

Godwin
12-21-2002, 09:26 AM
ask chrono at the forums, i didnt do the coding