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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 06-19-2004, 06:05 PM   #11 (permalink)
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Correct, it's the way to do it. All you need to do is build it so that it only targets the superweapons and has a huge RoF delaytime. Then you need to give it UBERLASERPOWER *ahem*. Aka, a bigger laser beam made of loads of segments
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Old 06-20-2004, 01:18 AM   #12 (permalink)
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Give both the Nike and the Scud missiles the same kindof, either PROJECTILE or BALLISTIC_MISSILE,and make the weapon that shoots it down the anti of that, either AntiBallisticMissile=Yes or AntiProjectile=Yes.
Give the weapon a long reload time with a clip size of 1 and make the building you give it to autofire it when the missiles are within range. Try the prefered against code to limit what it fires on.
Well the rest is up to you to think about.
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Old 06-20-2004, 03:30 AM   #13 (permalink)
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Is there a way to make it so that the missile blows up, instead of just being deleted?

I'm going to use a Laser Control System thing, linked to a Satelite which fires the laser so the missile is destroyed on launch.

This would mean that the Chinese and GLA wouldn't dare to launch their missiles :evil:
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Old 06-20-2004, 04:24 AM   #14 (permalink)
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You could change all of the death modules around - every projectile object has a set group of death modules which means that different things happen if they die in particular ways - one for collision with buildings etc, or one for collision with the floor. Check to see which normal missile death results from the paladin laser, apply it to the superweapon missiles and change the death from laser pinged to their normal detonation

Scope out weaponobjects.ini
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Old 06-20-2004, 01:36 PM   #15 (permalink)
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if ur gonna have a sw that blows up the missles upon launch, u shud make it so dat u hafta click a sidebar button, otherwise balance wud be upset, and there wud be no point in building nuke/scud storm really, UNLESS u build 2 then i cant shoot both @ same time
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