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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 05-15-2004, 04:16 AM   #1 (permalink)
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Posts: 191
Default Tactical Nuclear Strike

I've made a Generals Ability for Tao: Tactical Nuclear Strike.

But when I click on the button to launch it the A-10 cursor comes up like it's supposed to, but there is an invalid cursor, and it is therefore un-launchable. Any ideas?


CommandButton.ini

Quote:
CommandButton Command_PurchaseScienceTacticalNuclearStrike
Command = PURCHASE_SCIENCE
Science = SCIENCE_TacticalNuclearStrike
ButtonImage = SNMig
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End




CommandButton Command_TacticalNuclearStrike
Command = SPECIAL_POWER
SpecialPower = SuperweaponTacticalNuclearStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_TacticalNuclearStrike
TextLabel = CONTROLBAR:A10ThunderboltMissileStrike
ButtonImage = SNMig
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipA10Strike
RadiusCursorType = A10STRIKE
InvalidCursorName = GenericInvalid
End

SpecialPower.ini

Quote:
SpecialPower SuperweaponTacticalNuclearStrike
Enum = SPECIAL_A10_THUNDERBOLT_STRIKE
ReloadTime = 240000 ; in milliseconds
RequiredScience = SCIENCE_TacticalNuclearStrike
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 50
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

Quote:
Originally Posted by ImmoMan
Sounds like an Enum or a CommandButton problem
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Old 05-15-2004, 04:47 AM   #2 (permalink)
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Its been a while since I edited superweapons but I'm sure you're missing the OCL for the plane. If it has no transport, you have no weapon.
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Old 05-15-2004, 05:21 AM   #3 (permalink)
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Default

ObjectCreationList.ini

Quote:
ObjectCreationList SUPERWEAPON_ SuperweaponTacticalNuclearStrike
DeliverPayload
Transport = Nuke_ChinaJetMIG
FormationSize = 9
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500 ;time in between each set of items dropped (if more than one)
DeliveryDistance = 450 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time
VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped.
VisibleNumBones = 6 ;Number of bones.
VisiblePayloadTemplateName = Nuke_NukeMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = Nuke_NukeMissileWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range)
StrafeLength = 450
StrafeWeaponFX = FX_DamageTankStruckSmallArms
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

; -----------------------------------------------------------------------------









; -----------------------------------------------------------------------------

So there's a problem with this :/
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Old 05-15-2004, 05:33 AM   #4 (permalink)
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Sorry it's 3 am & I'm tired but can't sleep, let me clarify:

Add this to the building you have the button on:

Code:
  Behavior    = OCLSpecialPower ModuleTag_XX
    SpecialPowerTemplate = SuperweaponTacticalNuclearStrike
    OCL                  = SUPERWEAPON_ SuperweaponTacticalNuclearStrike
    CreateLocation       = USE_OWNER_OBJECT
    ScriptedSpecialPowerOnly = Yes
  End
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Old 05-15-2004, 12:32 PM   #5 (permalink)
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Thanks trex238, but now I have another problem

The invalid cursor is gone but when I launch it the A-10 cursor dissapears and no planes come Any ideas what's causing this?
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Old 05-15-2004, 01:35 PM   #6 (permalink)
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Anyone??? :/ :scared:


(Sorry for double posting :| )
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Old 05-15-2004, 02:38 PM   #7 (permalink)
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You should create a spawned version of your mig & add this to it. Atleast I think that's the problem

Code:
  Behavior = TransportContain ModuleTag_08
    Slots = 100
    ScatterNearbyOnExit = No
    OrientLikeContainerOnExit = Yes
    KeepContainerVelocityOnExit = Yes
    ExitPitchRate = 30
    ExitBone = WeaponA
    AllowInsideKindOf  = PROJECTILE
    DoorOpenTime = 0
    NumberOfExitPaths = 0
    DestroyRidersWhoAreNotFreeToExit = Yes
  End
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Old 05-15-2004, 02:39 PM   #8 (permalink)
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I've done that and it still doesn't work
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Old 05-15-2004, 02:49 PM   #9 (permalink)
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The problem is probably that the jets that are executing the attack aren't for your general's side. Make sure that the "Side = blabla" (which is where you define the object) is set to your faction, otherwise they will die right when they are created.
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Old 05-15-2004, 06:42 PM   #10 (permalink)
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The side doesn't matter. I've given the Napalm strike to America before w/o problems.

Granger, you've probably already tried this but try switching out working parts from the game with what you use.

BTW are you having migs fire their weapons, like a napalm strike; are they releasing packages, like carpet bombing; or a combination of the two, like A10's?
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