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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 09-13-2003, 01:24 PM   #11 (permalink)
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well... i tested my code in-game it launches the missile, and the missile hits.

make sure that you have all the code where it is. and double check if all the references are correct. i renamed the objects when i pasted them onto here.

ok here's the only problem i see

Quote:
SpecialPowerTemplate = SuperweaponNeutronMissile
in factionbuilding should become

Quote:
SpecialPowerTemplate = SuperweaponNeutronMissileBaikur
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Old 09-13-2003, 02:04 PM   #12 (permalink)
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Yeah, it's not that tough. I have 5 new factions with their own individual unique superweapons. You're making it harder than it really is.
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Old 09-13-2003, 03:02 PM   #13 (permalink)
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Actually, the weapon itself does no damage it's the FX when it is palyed that do the damage, how EA did it I have no clue, but there is damage there.
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Old 09-13-2003, 04:04 PM   #14 (permalink)
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the nuke weapon does damage.... but calls the effects at the same time.

You see all those Blast1 - 9 entries??

they do the damage, and the range of the damage. You can edit them, and they do more or less damage, over a smaller or larger area, its up to you.

and i dont get what youre trying to say carbon... could you clarify a bit?
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Old 09-13-2003, 11:53 PM   #15 (permalink)
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This stuff here is pretty elementary. Now try getting two missiles to launch from the one silo building with two seperate silo doors, one for each missile...
Now that is pretty tricky
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Old 09-14-2003, 02:05 AM   #16 (permalink)
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art parameters.... ewwwwww.... ewwwww.... ewwwww
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Old 09-14-2003, 02:31 AM   #17 (permalink)
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no im not talking about making it appear there, i mean there are special behaviour module tags for a nuke silo which makes it hard to actually have 2 missiles launch from different places in the one silo building.
See you can change the weapon launch bone in the second part to "SECONDARY whatever" but you cant actually have two neutronmissile behaviours for the one silo.
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Old 09-14-2003, 05:58 AM   #18 (permalink)
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Still not getting the second missile.


Henford sounds like a challenge you want to take up...


CH...
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Old 09-14-2003, 07:22 AM   #19 (permalink)
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yep, i wonder if you could have 2 buildings and have them as a nexus
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Old 09-14-2003, 09:45 AM   #20 (permalink)
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* Supersonic Jet flys by CH *

Hmmm i have no idea what you just said you did a flyby... :lol:


CH...
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