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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 10-23-2003, 08:30 PM   #1 (permalink)
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Default The Aurora Alpha

what's special about it?... it's said to drop small fuel air bomb but I don't see how it's different than the normal aurora bomb?...
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Old 10-23-2003, 08:42 PM   #2 (permalink)
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I don't think this really belongs here, but in any case...
There is no difference other than price, cameo, and the bomb's graphic.

In the cameo it has a stripe, in-game it doesn't. Though the model AVAuroraAG does, no idea why they didn't use it.
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Old 10-23-2003, 08:44 PM   #3 (permalink)
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ok, so I have green light to change it any way I like
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Old 10-26-2003, 03:50 PM   #4 (permalink)
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little fuel air bomb HURTS.
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Old 10-26-2003, 04:06 PM   #5 (permalink)
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i think it has more damage radious.
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Old 10-26-2003, 04:16 PM   #6 (permalink)
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Yeah it has a large damage radius, and it's more effective against tanks.....I think.
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Old 10-26-2003, 05:45 PM   #7 (permalink)
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The Aurora for the superweapon general is 500 cheaper, and has different fx for the weapon. That is the extent of the differences.

Quote:
;------------------------------------------------------------------------------
Weapon AuroraBombWeapon
PrimaryDamage = 400.0
PrimaryDamageRadius = 20.0
AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast
AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target.
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = AuroraBomb
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = FX_AuroraBombDetonate
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 5000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = Yes

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
Quote:
;------------------------------------------------------------------------------
Weapon SupW_AuroraFuelBombWeapon
PrimaryDamage = 400.0
PrimaryDamageRadius = 20.0
AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast
AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target.
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = SupW_AuroraFuelAirBomb

; FireFX = FX_AuroraBombLaunch
; ProjectileDetonationFX = FX_AuroraBombDetonate
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 5000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = Yes

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
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Old 10-27-2003, 12:18 AM   #8 (permalink)
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And they call that a new unit.
No wonder there are 30 new units.
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Old 10-27-2003, 12:34 AM   #9 (permalink)
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eh I just made it hurt more in my mod
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Old 10-27-2003, 07:52 PM   #10 (permalink)
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Actually, the AVAuroraAG is the Airforce Generals Aurora and is the one with the stripe, the AVAuroraSW is the super weapon generals and that one is all black..... and kicks some ass IMO. But those models are really what I say them to be.
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