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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 08-13-2003, 05:15 AM   #1 (permalink)
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it would be for an dome that covers the entire base and what i want is : anyone know some code i can fill in so it will stop the damage efect of an nuclear missile
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Old 08-13-2003, 03:39 PM   #2 (permalink)
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So you still want the missile to explode but without doing any damage?
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Old 08-13-2003, 03:41 PM   #3 (permalink)
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yes
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Old 08-13-2003, 03:57 PM   #4 (permalink)
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you can make a laser weapon that will shoot the missle down. Just give the laser a lot of damage so it shoots the nuke missle down before it hits the ground.

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Old 08-13-2003, 10:56 PM   #5 (permalink)
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Would the laser even hit the Nuke? I didn't know it was capable of being damaged. Like i know the paladin laser can take down a scud for a mobile scud launcher but I thought it couldnt take down a scud from a scud storm??

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Old 08-14-2003, 01:33 AM   #6 (permalink)
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Projectiles can be damaged. Thats how the paladin stops small missiles.
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Old 08-14-2003, 03:56 PM   #7 (permalink)
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Yes but to have the weapon EXCLUSIVELY target nukes you need to give the nuke missile a new armour type that can only be damaged by a new, unused damage type, such as HACK, and has a default value of 0% for all other damage types. Don't forget to add HACK with 0% damage to all other armor types so the anti-nuke weapon will not be allowed to attack anything other than nuke missiles. You'll also need to give the missile a better health value as the current value of 99999999 is way too high. Then the anti-nuke weapon needs the HACK warhead and sufficient damage to take the missile down in one shot.

Now here comes the tricky part: you want it to APPEAR to explode but without doing any damage. So what you need to do is use a new DeathType (EXTRA_1 for example) for the anti-nuke weapon and configure the missile so that it creates the exact same explosion as normal (in the NeutronMissileSlowDeathBehavior module), but without damage, when it gets killed by that damage type. I'm not sure whether it'll work, but you could try copying the explosion module (don't forget to use a new module tag) and adding DeathTypes = NONE +EXTRA_1 and also add DeathTypes = ALL -EXTRA_1 to the original module. Then adjust the new module so it does no damage (change Blast6MaxDamage and Blast6MinDamage to 0).

That should work but if you run into any problems post here.
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