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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 10-09-2003, 03:32 AM   #11 (permalink)
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What have you been smoking?
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Old 10-09-2003, 03:37 AM   #12 (permalink)
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:lol: I was waiting for someone to say that..
Translation:
It's easy to fix this problem. To do it you shouldn't use the neutron mizzle update, as it is very tempremental, just like many other things in generals.
The way i corrected this problem is to give the missile the same type behaviour as the scud storm, making a new weapon that contains one missile, launch delay long enough for the animation to finish before it acrually fires.
It is pretty simple to figure out, just look at the code for the scud storm.
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Old 10-09-2003, 02:07 PM   #13 (permalink)
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Ok, so I use


Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0 ; zero is infinite
InitialVelocity = 0 ; in dist/sec
IgnitionFX = FX_ScudStormIgnition
DistanceToTravelBeforeTurning = 500
DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight.
End
Locomotor = SET_NORMAL SCUDStormMissileLocomotor

Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

for the USA nuke, and then I can still use

Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 300
FXList = FX_USANuke

Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius....

...etc?
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Old 10-09-2003, 04:05 PM   #14 (permalink)
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erm...scuds still launch up and then have a seperate animation for falling down, dont they? they dont actually fly across the board the way this missle seems to....

anyway, if you do want something that just goes up and falls down, the SW general actually has a seperate nuke silo....looks and works like the cruise missle except it goes straight up and down...so no funky taking off in the wrong direction.....with this one though it seemed like it didnt have an actual model for the missle when it fell back down....
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Old 10-09-2003, 06:43 PM   #15 (permalink)
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Quote:
Originally Posted by Henford_
It's easy to feezy this prizzle. To deezy you shouldn't use the neutron mizzle ueezy, as it is very tempremeezy, just like many other theezy in geezy.
The weezy i correzzy this prizzle is to give the mizzle the same type behizzle as the scud stizzle, making a new wizzle that contains one mizzle launch delieezy long enough for animizzle to finish before it acrually fizzles.
It is pretty sizzle to fizzle out, just look at the cizzle for the scud stizzle.
Somebody's having a little too much fun with ebonics.
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Old 10-10-2003, 03:18 PM   #16 (permalink)
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Problem. I'm using a custom made nuke silo (sames bones as Chinese one though), and the code I listed above. When I launch the missile, it's STILL on it's side, but now it gets stuck on it's side halfway into the ground IN the silo. Any help?
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Old 10-10-2003, 04:18 PM   #17 (permalink)
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i'd say go with a vertical launch.....yes, the sideways one looks cool, but i dont think they ever perfected it.....unless...hmm....i wonder if you can do it with nonsuperweapon code.....like use the tommohawk missle code, make it launch super far and with a nuclear warhead....but somehow still tie it into being a "special ability".....possible? anyone?
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Old 11-29-2003, 09:32 AM   #18 (permalink)
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Have anybody a fixed model of the missile? I can't make my own model of the ICBM missile....
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Old 11-29-2003, 10:16 AM   #19 (permalink)
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Mean like this one in my screenie

http://projectraptor.cncguild.net/im...s/sshot003.jpg

and while I'm at it

http://projectraptor.cncguild.net/im...s/sshot029.jpg
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Old 11-29-2003, 12:30 PM   #20 (permalink)
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The first one!
I mean the launch animation of the ICBM.
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