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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Problems with effects for Alexis' other super weapons.

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 10-29-2003, 11:44 AM   #1 (permalink)
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Default Problems with effects for Alexis' other super weapons.

I enabled the Cruise Missile and the Nuke for Alexis via the ini files. All I did to enable them was add them to the build list for the dozer. The code for them is already in the game but I think its incorrect. The timer and the reveal shroud works but they launch incorrectly from the silos. The Nuke comes out upside down and the Cruise Missile comes out sidways.
Also if a mountain/hill is in between the Cruise Missile Silo and your target, the Cruise Missile runs into the mountain/hill it explodes but the exhaust fx goes right on through to the target and stays on that spot for the entire game.
Does any one know how to fix the launch effects?
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Old 10-29-2003, 06:57 PM   #2 (permalink)
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Sounds like the launch bone on the cruise missile is upside down (or the model is backwards), and you probably need to modify the height that the cruise missile flys at to avoid the hill problem.
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Old 10-29-2003, 07:53 PM   #3 (permalink)
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How do I go abaout doing that? As I said, I only added them to the Dozer's build list.
How would I correct the exaust fx for the cruise missile?
How do I get the Tomahawk Storm? I put it in the build list and it crashes the game.
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Old 10-30-2003, 11:10 AM   #4 (permalink)
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I doubt that all the code for the tomahawk storm is there. Check out Deezire's Generals Challenge map for more on enabling it, and see if that helps. You'd need to import the model into Renx to fix that if it's broken.
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