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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, 04:08 AM   #1 (permalink)
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Default 2 Nukes 1 Silo!!!

Well i have played around with the Neutron Missile Special Weapon for the past few days.

Made it more powerful, bigger blast, bigger FX.

While playing around i changed the Nuke into the Baikonur Nuke.

Thats right the same weapon GLA uses on the USA at the end of there final mission.

I even tested it and got the same result as the Baikonur (Only 1 warhead tho).

Now this leads me to a most interesting question.

Is it.

1. Possible to add Both Missiles to the Same silo.
2. Possible to change the warhead like the Scud Launcher.
or
3. Possible to add a second silo.

Im a very good ini coder but while trying a few of these i continue to get Technical errors.

Any help from the members of Deezire would be greatly appreciated as i know if anyone can help its my friends here.


CH...
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Old 09-13-2003, 08:23 AM   #2 (permalink)
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Default Re: 2 Nukes 1 Silo!!!

Quote:
Originally Posted by Commander-Havoc
1. Possible to add Both Missiles to the Same silo.
2. Possible to change the warhead like the Scud Launcher.
or
3. Possible to add a second silo.
1. Just adding the extra special power should work I guess. Don't know though if the handling for the timer (which gets the missile to raise prior to being ready to fire) will work with two timers.

2. No. At least I don't think so. The nuke, I believe, uses a no-damage-type warhead, meaning it does 100% damage no matter what. I'd like to see if it's possible to change this though.

3. Probably. Just copy the existing silo, give it a new name, and edit the stats. Easy. Then make a new commandbutton for it and add it to the dozer command set.
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Old 09-13-2003, 09:56 AM   #3 (permalink)
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Default Re: 2 Nukes 1 Silo!!!

Quote:
Originally Posted by ImmoMan
1. Just adding the extra special power should work I guess. Don't know though if the handling for the timer (which gets the missile to raise prior to being ready to fire) will work with two timers.

2. No. At least I don't think so. The nuke, I believe, uses a no-damage-type warhead, meaning it does 100% damage no matter what. I'd like to see if it's possible to change this though.

3. Probably. Just copy the existing silo, give it a new name, and edit the stats. Easy. Then make a new commandbutton for it and add it to the dozer command set.
1. Adding a second nuke isnt all that easy its not just adding the weapon to the silo its deuplicating everything and its very hard. I got Tech Error on everything i tried.

2.You can actualy make the Nuke have 0 damage. This is how the Baikonur Nuke works no damage just Chemical blast which i have done and want to add as second Nuke to the Current Silo.

3.Hmmm didnt try that yet it will take alot of doing and to find a mod tag that isnt used.


CH...
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Old 09-13-2003, 10:17 AM   #4 (permalink)
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Default Re: 2 Nukes 1 Silo!!!

Quote:
Originally Posted by Commander-Havoc
2.You can actualy make the Nuke have 0 damage. This is how the Baikonur Nuke works no damage just Chemical blast which i have done and want to add as second Nuke to the Current Silo.
No...

What I meant was that the nuke has no damage TYPE attached to it (not that I know of anyway), but you CAN adjust the damage itself...
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Old 09-13-2003, 10:35 AM   #5 (permalink)
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OK, put this in special power:

Quote:
SpecialPower SuperweaponNeutronMissileBaikur
Enum = SPECIAL_NEUTRON_MISSILE
ReloadTime = 3600 ;in milliseconds. min is 2x door/open close time!
; InitiateSound = AirRaidSiren plays at source
InitiateAtLocationSound = NukeAirRaidSiren ; plays at target
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 210
End
In factionbuilding under the nuclear missile silo entries, at the end of the entries

Quote:
Behavior = OCLSpecialPower ModuleTag_22
SpecialPowerTemplate = SuperweaponNeutronMissileBaikur
OCL = SuperweaponNeutronMissileBaikur
End
Behavior = MissileLauncherBuildingUpdate ModuleTag_23
SpecialPowerTemplate = SuperweaponNeutronMissile
DoorOpenTime = 8000
DoorWaitOpenTime = 2000
DoorCloseTime = 8000

; FXLists to play at transitions:
DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen
;DoorOpenFX = FX_ABPowerPlantExplode
DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
;DoorClosingFX = FX_ABPowerPlantExplode
;DoorClosedFX = FX_ABPowerPlantExplode

; looping sound to play while open:
DoorOpenIdleAudio = BuildingNeutronMissileHiss
End
CommandButton
Quote:
CommandButton Command_NeutronMissileBaikur
Command = SPECIAL_POWER
SpecialPower = SuperweaponNeutronMissileBaikur
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NeutronMissile
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipFireNukeMissile
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
Commandset for the nuke silo
Quote:
2 = Command_NeutronMissileBaikur
OCL.ini

Quote:
ObjectCreationList SUPERWEAPON_NeutronMissileBaikur
FireWeapon
Weapon = NeutronMissileWeaponBaikur
End
End
Weapon.ini
Quote:
Weapon NeutronMissileWeaponBaikur
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 99999 ; not used for this weapon (it's "special")
DamageType = RADIATION ; not used for this weapon (it's "special")
DeathType = NORMAL
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = NeutronMissileBaikur
ProjectileExhaust = NeutronMissileExhaust
FireFX = WeaponFX_NeutronMissile
ProjectileDetonationFX = None ; not used for this weapon (it's "special")
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; not used for this weapon (it's "special")
ClipSize = 1 ; not used for this weapon (it's "special")
ClipReloadTime = 0 ; not used for this weapon (it's "special")
AutoReloadsClip = No ; not used for this weapon (it's "special")
End
Factionunit. ini
Quote:
Object NeutronMissileBaikur

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBNRocket
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:NeutronMissile
KindOf = UNATTACKABLE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
; SoundFallingFromPlane = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End

Behavior = NeutronMissileUpdate ModuleTag_03
DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first
MaxTurnRate = 7200 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 210
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End

Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 100.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

Behavior = SpecialPowerCompletionDie ModuleTag_05
SpecialPowerTemplate = SuperweaponNeutronMissile
End

Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke

Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more

Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more

Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more

Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more

Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more

Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 60.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 3500.0 ;damage within inner radius of blast
Blast6MinDamage = 300.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more

Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage

Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage

Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage

OCL = MIDPOINT OCL_NukeRadiationField
End

Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0

End
Now just edit the damages, the ocl's for the radiation fields, and you're done.

Only problem with this code is that the nuke door's don't open when the baikur nuke is finished charging, that and if both the missiles charge at the same time, theyll fire from the same launcher... which looks strange.
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Old 09-13-2003, 12:08 PM   #6 (permalink)
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Umm...I don't mean any offense, but in regards to #3, if you're a 'really good ini coder' wouldn't you know that? That's pretty basic stuff.
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Old 09-13-2003, 12:41 PM   #7 (permalink)
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Default

Quote:
Originally Posted by Carbon
Umm...I don't mean any offense, but in regards to #3, if you're a 'really good ini coder' wouldn't you know that? That's pretty basic stuff.
If your going to actualy add a new Silo you have to change EVERYTHING around.

You have to redo the Dozer find Mod tags that arnt used. duplicate all exsisting code and hope that you can get the SW tag to add to it.

Generals is Mod friendly. Its like Lego you can build with what you have and keep building but you cant invent a new block or code.

Hence i am a very good ini guy and i know in order to make a new silo with new SW i would have to build with what i have got and not make new code up...


CH...
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Old 09-13-2003, 12:46 PM   #8 (permalink)
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Default Re: 2 Nukes 1 Silo!!!

Quote:
Originally Posted by ImmoMan
No...

What I meant was that the nuke has no damage TYPE attached to it (not that I know of anyway), but you CAN adjust the damage itself...
I get what ya mean.

Yes the Neutron Missile has no specific damage type.

Its damage comes from Blast 6 from the unit Neutron Missile.


CH...
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Old 09-13-2003, 01:08 PM   #9 (permalink)
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actually... you don't need to find any un-used module tags if youre gonna clone the silo.

Just copy and paste the silo, change it's object name and you're done.

as for the damage, all the blasts that list a damage number do damage.
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Old 09-13-2003, 01:15 PM   #10 (permalink)
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Guyee you have some good code there.

Problem i came across was it adds a second missile but when launched no missile actualy leaves the Silo nor hits the target.

It plays the sound effects adds 2nd Icon but does not add the Missile Unit.

I'll have a look and see if i can come up with anything.


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