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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 10-12-2003, 04:05 PM   #1 (permalink)
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Default a superweapon idea

Hello everybody!

I just wanted to ask whether there is someone out there who could help me with my two new superweapons:

1. a GoldenEye (remember the Bond movie) styled satellite attack

I saw the tutorial for General-Pain's OMEGA Superweapon and found it very interesting but I wanted to change something: the original weapon just kills the pilots but I also want to disable buildings. My idea was to create a dumb drone that has a limited lifetime and upon death releases the "disable" weapon in the same range as the KILL_PILOT weapon. My problem is quite simple: where is that "disable buildings" weapon the hacker uses for example and is it possible to create such a dumb drone that releases a weapon? I already tried it out, but the OMEGA weapon wouldn't create another obejct.

2. a parabomb

Well i created a paradromp that releases a small tactical nuke after being dropped by plane. My problem is, the bomb does not detonate when it contacts buildings and thus i looks quite stupid when the bomb evades and "bumbs" into structures without exploding.

Anyone has an idea for those two weapons?

Thanks in advance!
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Old 10-12-2003, 04:50 PM   #2 (permalink)
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Default Re: a superweapon idea

Quote:
Originally Posted by 2312222
Hello everybody!

I just wanted to ask whether there is someone out there who could help me with my two new superweapons:

1. a GoldenEye (remember the Bond movie) styled satellite attack

I saw the tutorial for General-Pain's OMEGA Superweapon and found it very interesting but I wanted to change something: the original weapon just kills the pilots but I also want to disable buildings. My idea was to create a dumb drone that has a limited lifetime and upon death releases the "disable" weapon in the same range as the KILL_PILOT weapon. My problem is quite simple: where is that "disable buildings" weapon the hacker uses for example and is it possible to create such a dumb drone that releases a weapon? I already tried it out, but the OMEGA weapon wouldn't create another obejct.

2. a parabomb

Well i created a paradromp that releases a small tactical nuke after being dropped by plane. My problem is, the bomb does not detonate when it contacts buildings and thus i looks quite stupid when the bomb evades and "bumbs" into structures without exploding.

Anyone has an idea for those two weapons?

Thanks in advance!
For the first one try looking at the EMP bomb, and for the second one have you tried a copy and paste job on the fuel air bomb just editing the bits you want to.

Sorry I can't be of more help but really I have only just started looking at the .inis
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Old 10-12-2003, 04:55 PM   #3 (permalink)
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Default

You could add a


Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
InitialDelay = 100
End


thing to the parabomb.
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Old 10-12-2003, 05:29 PM   #4 (permalink)
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Thanks a lot, I'll try that.
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Old 10-14-2003, 03:50 PM   #5 (permalink)
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Well, the GoldenEye SW no works great: it kills the pilots and deactivates buildings.

But my second problem still occupies me, the bomb does not explode upon contact with a building. It explodes when it hits the ground but it is silly to have a bomb that bumps against buildings and bounces back without exploding.

I already tried out that one:

Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
InitialDelay = 100

But the bomb would not explode at all with those settings even when it hits the ground. The bomb is intended to be dropped via parachute, may be that's the problem?

I am a bit confused and maybe someone could help?

Thanks anyone!
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Old 10-14-2003, 04:19 PM   #6 (permalink)
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Whoops. :tard: You also need to add a

Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = Your bomb explosion weapon
StartsActive = Yes
End

to the bomb model but I sorta forgot to write it :S
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Old 10-15-2003, 05:35 AM   #7 (permalink)
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Well actually this piece of code is already implemented. I just added the complete code so that you can take a look:

Code:
;------------------------------------------------------------------------------
Object BlackMarketNukeParadrop

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = AVBomber_B
    End
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:BlackMarketNuke
  Side                = Russia
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  ArmorSet
    Conditions        = None
    Armor             = ProjectileArmor
    DamageFX          = None
  End

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  KindOf            = PROJECTILE PARACHUTABLE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End

  Locomotor = SET_NORMAL None

  Behavior = PhysicsBehavior ModuleTag_04
    Mass                  = 75.0
    AerodynamicFriction   = 1     ; this is now friction-per-sec
    ForwardFriction       = 33    ; this is now friction-per-sec
    CenterOfMassOffset    = 2     ; Default of 0 means nothing tips as it falls.  Positive tips forward, negative tips back
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
    DeathWeapon   = BlackMarketNukeWeaponRussia
    StartsActive  = Yes
  End

  Behavior = HeightDieUpdate ModuleTag_06
    TargetHeight = 50.0
    TargetHeightIncludesStructures = Yes
    OnlyWhenMovingDown = Yes
    InitialDelay = 100
  End

  Behavior = SpecialPowerCompletionDie ModuleTag_07
    SpecialPowerTemplate = SuperweaponTacticalNukeRussia
  End


  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_NukeGLA
    OrientToObject = No
  End

  Behavior = DestroyDie ModuleTag_09
    ;nothing
  End

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 12.0

End
In my opinion everything should be okay but still this won't work.

But thanks for your help!
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