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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-29-2003, 07:39 PM
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#1 (permalink)
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Member
Join Date: Dec 2002
Location: Argentina
Posts: 48
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Anti-Superweapons
Has someone tried or has any clue on how to make a structer (like a big laser) that blowsup the enemy missiles falling on your base?
Thnx guys
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11-29-2003, 07:49 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 430
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I remember in earlier versions and videos you'd see people turning up to the sky to fire their guns at a nuke in vain :lol: The logic for it probably isn't in there, but I'm sure there is a way to convincing fake it
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11-29-2003, 09:12 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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You could build off the Paladin laser.
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11-30-2003, 06:31 AM
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#4 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Actually it's theoretically possible.
What you need to do is remove the UNATTACKABLE KindOf from the NeutronMissile, and replace it with PROJECTILE BALLISTIC_MISSILE or something. And adjust its MaxHealth to something sensible (300 is about right), and give it a new ArmorType, NeutronMissileArmor. Then make a weapon that does enough damage to take it out, do not allow it to attack anything other than ballistic missiles (look at base defences), and give it an unused DamageType like HACK. Now, go to Armor.ini and add NeutronMissileArmor to the list. Make the default damage 0% and make HACK do 100%. Then add HACK to all the other ArmorTypes with 0% damage. This is to ensure that no weapon other than one with HACK can attack nukes, and that our anti-nuke weapon can only attack nukes and nothing else.
Now, if the nuke comes within range of this new weapon, the weapon will shoot it, causing it to explode in mid-air (and blowing up your base anyway). Not exactly what you want, but let's do this first.
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11-30-2003, 07:38 AM
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#5 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 115
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well, after that if you add death types to the rocket, you can make it so that if it is destroyed by the weapon, it dies by just turning to rubble and flopping on the ground, doing no damage, i think its under death_type but im not sure.
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11-30-2003, 08:10 AM
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#6 (permalink)
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Senior Member
Join Date: Oct 2003
Location: hidin under bed where voices cant find me
Posts: 184
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Quote:
Actually it's theoretically possible.
What you need to do is remove the UNATTACKABLE KindOf from the NeutronMissile, and replace it with PROJECTILE BALLISTIC_MISSILE or something. And adjust its MaxHealth to something sensible (300 is about right), and give it a new ArmorType, NeutronMissileArmor. Then make a weapon that does enough damage to take it out, do not allow it to attack anything other than ballistic missiles (look at base defences), and give it an unused DamageType like HACK. Now, go to Armor.ini and add NeutronMissileArmor to the list. Make the default damage 0% and make HACK do 100%. Then add HACK to all the other ArmorTypes with 0% damage. This is to ensure that no weapon other than one with HACK can attack nukes, and that our anti-nuke weapon can only attack nukes and nothing else.
Now, if the nuke comes within range of this new weapon, the weapon will shoot it, causing it to explode in mid-air (and blowing up your base anyway). Not exactly what you want, but let's do this first.
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i tried that in a mod i made a couple months ago, thats more or less how i did it and it works pretty well, i had problems with making the anti-missle plane(i used a plane instead of a tank/vehicle) attack the missles, you also want to decrease the missle speed quite a bit or else the laser will miss it
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