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

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Old 08-08-2003, 04:35 PM   #1 (permalink)
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Default EMP shutdown radius

Does anyone know how to change the radius of the EMP shutdown effect? I have changed the size of the rotating sphere animation to about the width of two tanks but the blast radius remains the same. As this is meant to be for an EMP grenade that is slightly too big
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Old 08-08-2003, 06:09 PM   #2 (permalink)
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i think it might be in the weapon ini i think i might be wrong
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Old 08-08-2003, 06:43 PM   #3 (permalink)
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No it's not it is probably in the OCL.ini look there I'm sure it's there.
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Old 08-08-2003, 07:21 PM   #4 (permalink)
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There is no OCL.ini
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Old 08-08-2003, 07:26 PM   #5 (permalink)
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Quote:
Originally Posted by Sagi
There is no OCL.ini
yes there is ObjectCreationList ini
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Old 08-09-2003, 02:44 AM   #6 (permalink)
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It's not the OCL as all that contains is:

; -----------------------------------------------------------------------------
; The EMP bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EMPPulseEffectSpheroids

CreateObject
ObjectNames = EMPPulseEffectSpheroid
Count = 1; Used to be 3... MLorenzen changed, Monday Nov. 11
End

End





I think it might be something to do with the geometry of the Pulse Effect Spheroid in system.ini but when I chnaged it I got a technical error when loading. Any ideas?
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Old 08-09-2003, 07:00 AM   #7 (permalink)
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i got it almost wright maybe you can use my solution :
in the objectcreationlist ini ad this
ObjectCreationList OCL_EMPPulseEffectsmall
CreateObject
ObjectNames = EMPPulseEffectSmall
Count = 1; Used to be 3... MLorenzen changed, Monday Nov. 11
End

End



in the system ini ad this
;------------------------------------------------------------------------------
Object EMPPulseEffectSmall

KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End

Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 20000
Lifetime = 2500 ; Lower this figure to shrink its effect
StartFadeTime = 300
StartScale = 0.01
TargetScaleMin = 4.00
TargetScaleMax = 5.00
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:255
EndColor = R:0 G:0 B:0

DisableFXParticleSystem = EMPSparks

End

Geometry = SPHERE
GeometryMajorRadius = 10.0
GeometryIsSmall = No

End


;------------------------------------------------------------------------------
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Old 08-09-2003, 09:44 AM   #8 (permalink)
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Where is that different from the normal EMP code?
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Old 08-10-2003, 03:53 AM   #9 (permalink)
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this is the normal emp
Object EMPPulseEffectSpheroid

KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End

Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 30000
Lifetime = 3000
StartFadeTime = 300
StartScale = 0.01
TargetScaleMin = 6.00
TargetScaleMax = 7.00
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:255
EndColor = R:0 G:0 B:0

DisableFXParticleSystem = EMPSparks

End

Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No

End
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Old 08-10-2003, 04:11 AM   #10 (permalink)
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have you tested your code to see if it works? I thought the lifetime part was just for the lifetime of the animation.
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