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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » The laser effect like the prism tank in RA2?

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-20-2003, 04:20 PM   #71 (permalink)
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Which sucks...
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Old 04-20-2003, 05:47 PM   #72 (permalink)
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Which I got but no idea how to use...
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Old 04-21-2003, 11:07 AM   #73 (permalink)
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Quote:
Wow I got lost in this topic who needs help making a dual barrel weapon?
err, that waz me :|

Weapons.ini
Code:
Weapon MalignosLaser
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 10.0
  AttackRange         = 150.0
  DamageType          = EXPLOSION
  DeathType           = LASERED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 1000         ; time between shots, msec
  ShotsPerBarrel      = 1            ; By default, shoot one shot per barrel
  ClipSize            = 4            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 300            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = No
  AntiProjectile      = No
  LaserName           = MalignosLaser
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End
FactionUnit.ini

Code:
Object MalignosLaser
  ; *** ART Parameters ***
  Draw = W3DLaserDraw ModuleTag_01
    Texture = EXLaser.tga
    NumBeams = 3                    ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

    InnerBeamWidth = 2.0            ;The total width of beam
    InnerColor = R:255 G:255 B:255 A:0  ;The inside color of the laser (hot)

    OuterBeamWidth = 3.5            ;The total width of beam
    OuterColor = R:246 G:255 B:0  A:0 ;The outside color of the laser (cool)
    
    ;MaxIntensityLifetime = 2000     ;Laser stays at max intensity for specified time in ms.
    ;FadeLifetime = 0                ;Laser will fade and delete.

    ;@todo -- add shot ability functionality (instead of instant point A to B)
  End

  KindOf = IMMOBILE
  ClientUpdate = LaserUpdate ModuleTag_02
    MuzzleParticleSystem = PaladinPointDefenseLaserFlare
    ParentFireBoneName   = Muzzle01
    ParentFireBoneOnTurret = Yes
  End

  ;Used as a weapon, this is essentially a fast pulse laser. Adjusting
  ;the lifetime values will determine how long it renders. The damage
  ;is applied immediately, so lifetime doesn't matter.
  Behavior = LifetimeUpdate ModuleTag_03
    MinLifetime = 95   ; min lifetime in msec
    MaxLifetime = 95   ; max lifetime in msec
  End
End
any help would be appreciated...
o and btw, i can't seem to be able to understand the reason for making an aurora fire lasers....
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Old 04-21-2003, 11:20 AM   #74 (permalink)
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Quote:
o and btw, i can't seem to be able to understand the reason for making an aurora fire lasers....
Just be something new and crazy, I made mod maps for ra2 with flying cows and so on. My friends and I like playing and fooling around with new things
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Old 04-21-2003, 11:26 AM   #75 (permalink)
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O, hehehe!

well, ive been there too...see my fire farting kan kan trooper!
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Old 04-21-2003, 12:06 PM   #76 (permalink)
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I couldn't seem to get the red guard to fire its flamethrower from where it should either, unless the firing bone of the red guard actually sticks to the ground?
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Old 04-21-2003, 12:56 PM   #77 (permalink)
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I know how to load up the models and all but I dont know how to edit the bones?
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Old 06-28-2003, 10:16 PM   #78 (permalink)
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The code near the start of this thread just helped me now, very cool =)
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Old 06-28-2003, 10:52 PM   #79 (permalink)
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My Very Cool Primary Weapon Tank is now done thanks to this thread =)
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Old 08-31-2003, 04:33 PM   #80 (permalink)
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dude, is that cell shaded or are my eyes playing tricksies on me?
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