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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-06-2004, 05:18 PM
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#1 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Need help with USAF Carpet Bomber!
I just need to know how to make the Carpet Bomber for USAF have to charge before you can use it, like a super weapon, instead of being instantly available. Is that even possible?
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02-07-2004, 03:02 AM
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#2 (permalink)
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Senior Member
Join Date: Nov 2003
Location: The Netherlands
Posts: 794
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hm... i'm not sure if that is possible but you could also make a generals power of it that way you can't use it instantly too
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02-07-2004, 04:19 AM
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#3 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 196
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First you have to have it have a ReloadTime on the SpecialPower in the SpecialPower.ini file where 1000 = 1 sec. Then you have to make sure that you have SharedSyncedTimer = no enabled as well. Here's two examples
SpecialPower SuperweaponScudStorm ; reload time but charging
Enum = SPECIAL_SCUD_STORM
ReloadTime = 300000 ;time to reload
InitiateSound = ScudStormInitiated
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
SpecialPower SuperweaponArtilleryBarrage ;
Enum = SPECIAL_ARTILLERY_BARRAGE
ReloadTime = 300000
RequiredScience = SCIENCE_ArtilleryBarrage1
InitiateSound = FireArtilleryCannonSound
PublicTimer = No
SharedSyncedTimer = Yes ;says only needs one but is precharged
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 125
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
The first says that there can be more than one per side so charge up to prevent sudden Scud Storm once built. The second says only one per side so it is precharged. Its there for play balance issues. That should be it but I haven't had to mess with this for a while.
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02-07-2004, 05:36 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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So if you use SharedSyncedTimer = Yes, then you can't have a superweapon charge when you build it?
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02-07-2004, 06:56 AM
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#5 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 196
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Sorry, sorry I went over that again and it looked confusing to me.
If SharedSyncedTimer is checked yes then the power is pre charged, like a purchased general power. It uses the ReloadTime as the cool down time: use an arty barrage after buying it and you have to wait to use it again.
If SharedSyncedTimer is checked no then the power is not precharged and one must wait to use it: build a nuke silo and 6 min later you have a nuke missile.
The catch is this if yes is checked then only one counter is present (all are synced together). If no is checked then multiple counters are allowed and as a result multiple power uses.
Easiest way to see this is to toss the flag on the radar van. Yes will allow an immediate radar scan once upgraded but only one use every .5 min or so no matter how many vans present. No will allow a use per van after each one recharges.
Hope that makes a little more sense.
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02-07-2004, 07:30 AM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 196
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If you put it on a super weapon it will still charge but like the air fuel bomb you will have it as soon as it is finished but you only get one shot as in one nuke not as in one shot every thing fires at once (oow nuke storm). But yes it will recharge after each use. It will be like the China carpet bomb or GLA Antrax bomb.
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02-07-2004, 08:41 AM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well, you could have the best of both worlds. If you have a power with sharedsyncedtimer = yes, but you want the power to start off empty, then you could set the power on the object to StartsPaused=yes and then Unpause it with UnpauseSpecialPowerUpgrade. At least I think...
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02-07-2004, 03:09 PM
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#8 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Thanks man, I'll get to work on that, see if I can't make it work. If I get completely desperate could you post a modified version of the carpet bomber's file so that I can use it? I should be able to do it, so I don't want it yet, but just wondering if I end up being too dumb :cry:
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02-07-2004, 08:03 PM
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#9 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Ok, that didn't work, and it wasn't from me being a thicko either, it just isn't what triggers it. I need this though, so if anyone knows how to do this please tell me 
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02-08-2004, 12:38 PM
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#10 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Oh come on guys, I need help :cry:
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