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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
04-19-2003, 12:37 PM
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#1 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 22
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Kill_Pilot Field
I'm suprised that Chemical Biological and Nuclear weapons don't disable vehicles as they would in reality. I created a new Field in system.ini which is a KPField, a kill pilot field. The idea is to have this field spawn along with a chem, bio, or radiation field (each field can only have one damage type, hence the new field). I couldn't get the OCL for NBC (nuclear chem bio) fields to also spawn a KP field, see below
ObjectCreationList OCL_RadiationFieldMedium
CreateObject
ObjectNames = RadiationFieldMedium
ObjectNames = KPFieldMedium
Disposition = ON_GROUND_ALIGNED
End
End
*Dosn't Work*
I then tried to make a weapon (in this case, the nuke cannon) spawn 2 fields
ProjectileDetonationFX = WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
ProjectileDetonationOCL = OCL_KPFieldMedium
When I tried this in the game, a radiation field didn't show up (no yellow blob) or have any effects. Oddly enough, the KPField did work, but again nothing showed up graphicly. (It's fine that the KPField dosn't have a visual effect, becuase it should only be in the same place as an NBC field.
The last problem I've been having is a sound effects one. I edited the Kill_Pilot Damage type so that it made no noise or particle effects. It worked 1/2 way, the sparks and buildingshutdown noise went away (they were the only things specified for Kill_pilot in the sound effects ini) but a super annoying clicking noise remained, could be small arms fire. I'm not sure how to get rid of this, as I've gotten rid of all the effects related to Kill_Pilot, and that's the only damage type effecting my test vehicles.
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04-19-2003, 02:40 PM
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#2 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 22
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Come on now, I know you bright people can help me figure this out. I hope...
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04-19-2003, 02:48 PM
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#3 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 414
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i need that for my mod too. :/
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04-19-2003, 04:23 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: England
Posts: 228
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If you open up your System.ini in the objects folder and scroll down to PoisonFieldLarge you'll find that they do, in fact, make use of two weapons, to add an extra weapon effect to a field you just need to add an extra FireWeaponUpdate module to it
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04-19-2003, 05:51 PM
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#5 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 22
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Ah, thanks. I had the OCL create a KPfield along with the NBC field, but your way is better becuase I only have to edit 2 (system and weapon) instead of 3 (system, weapon, and ocl) ini's. Thanks again
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04-19-2003, 08:14 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Australia
Posts: 631
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ive already made it
Its called a VX Nerve gas bomb.
Find Anthrax Bomb and change damage type form POISON to KILL_PILOT
Then u need to add another transparent weapon to the weapon in weapon.ini and object creation list and make damage type for that POISON
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04-20-2003, 09:41 AM
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#7 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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True... In reality, radiation would also not destroy vehicles - the crew would merely die of radiation posioning and leave the vehcile perfectly intact. However, 90% of modern vehicles have NBC protection to cover that.
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04-20-2003, 09:56 AM
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#8 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 22
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I've implemented Shadow's suggestion, making the fields have 2 weapons. Works great. The only problem is the annoying clicking sound disabled vehicles make. It's not in DamageFX.ini (I told Kill_Pilot field not to be assoicated with any effects) so I'm fresh out of ideas where else to look. I'm going to put the Hazmat infantry in the game with the ability to recover vehicles disabled by NBC agents. (and make the fields stay for longer periods, maybe make the float around like a real gas cloud). Hazmat pilots wouldn't be enough to counter the GLA's obvious advantage here, so I'm going to have UN reforcements fly in when NBC agents are used. If someone could help me out with the sound effects problem, that would be awsome, thanks
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04-20-2003, 10:07 AM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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Hey, post a tutorial when you're finished - it would be a real bonus to the community, and all the other aspiring modders out there.
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