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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 01-12-2004, 07:38 PM   #1 (permalink)
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Default Crop Duster, how to go about it

This is Ash10, from Nova Modding Team, and I need some help with the Crop Duster for Energy Mod. I want the unit to "spray" chemicals by dropping small bombs, with trailing FX that looks like chemicals, then when it hits, it makes the chemical spot.

I am having problems with getting it to spray right. It just keeps going around its target. I want it to drop the stuff like the Carpet Bomber, but that uses and OCL, and I don't know if I can make the Crop Duster work like that and be a controble unit like the rest of the jets.

Second, I need to know the name of the tag to get the missile to have the trailing FX. I have looked around and I can't find it, and what I did find has not worked.

Thanks.
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Old 01-13-2004, 09:13 AM   #2 (permalink)
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For the second question, I believe you are talking about the missile exhaust, and that is configured in the weapon.ini. The humvee missile, for example has MissileExhaust for its exhaust fx. The exhausts are defined in the particlesystem.ini.


I haven't got time to think about your first question right now, sorry..
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Old 01-13-2004, 01:10 PM   #3 (permalink)
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Have you tried looking at the toxin shells upgrade? Make a bomb weapon that doesn't actually do any damage but leaves the toxin clouds behind in the same way toxin shells do. *shurgs* I'm probably wrong.
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Old 01-13-2004, 06:30 PM   #4 (permalink)
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You need to implement a minimumrange in the weapon, it will keep the minimumrange as a circling radius, 40 should be enough for it to make nice runs.
when it has no minimumrange it will circle in its tightest turnradius, never getting in-lin with the target so never actually firing, except the first run.

I'd say make it fire from a distance with a delay in release possibly.
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Old 01-13-2004, 06:52 PM   #5 (permalink)
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Thanks, going to try it out now.
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