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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 08-31-2004, 03:40 PM   #1 (permalink)
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Default Whats Wrong With This Code?

I'm working on my first mod called GLOBAL NUCLEAR WARFARE and all the sides will have enhanced nuclear/biological weapons.

I've succeded in making new superweapons explosions for the GLA and right now i'm working on coding the american bomber to drop nukes.

I managed to remove the b3 and replace it with the b52 and i am trying to make a new exposion that combines the moab blast with a nukeblast.

It worked for the GLA factions but i can't get it to work for the US.

When the b52 drpos the bomb,either the Moab blast appears without the nuke explosion or else you don't get either one of the blast fx but you will just get the damage.

WEAPONOBJECT.INI
Object MOAB

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End

; ***DESIGN parameters ***
DisplayName = OBJECTaisyCutterBomb
EditorSorting = SYSTEM
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

;;;;;;; Behavior = CreateObjectDie ModuleTag_03 ; Lorenzen Killed 5/31
;;;;;;; CreationList = OCL_MOABExplode
;;;;;;; End
;;;;;;; Behavior = CreateObjectDie ModuleTag_10
;;;;;;; CreationList = OCL_MOABEffectSpheroid
;;;;;;; End

;Duplicate effect, exists in FireFX for WeaponFX_MOAB_Blast
;Behavior = FXListDie ModuleTag_04
; DeathFX = DeathFX = FX_Nuke
;End


Behavior = DestroyDie ModuleTag_05
;nothing
End

Behavior = AIUpdateInterface ModuleTag_06
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 5.0 ;;; changed from previous, 50
TargetHeightIncludesStructures = Yes
End

Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponMOAB
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
DeathWeapon = AmericanNuclearWeapon
StartsActive = Yes
End


Behavior = SmartBombTargetHomingUpdate ModuleTag_11
CourseCorrectionScalar = 0.99 ; 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 12.0

End

WEAPON.INI

Weapon AmericanNuclearWeapon
PrimaryDamage = 2250.0
PrimaryDamageRadius = 100.0
AttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileDetonationOCL = OCL_DirtyNuke
ProjectileDetonationFX = WeaponFX_MOAB_Blast
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End
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Old 08-31-2004, 04:19 PM   #2 (permalink)
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Default

yay dont you love playing "Whats wrong with the code!" such a fun game....

I will take a look and try and run it maby I can find your error
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Old 08-31-2004, 05:45 PM   #3 (permalink)
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It could just be that your computer isn't showing the explosion due to the massive load on the processor... Does game speed drop dramatically when it explodes?
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Old 08-31-2004, 09:40 PM   #4 (permalink)
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Have you run worldbuilder? Becuase that catches errors in the exact line IIRC.
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Old 09-01-2004, 01:03 PM   #5 (permalink)
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No DJ,my PC will show everything because the explosion for the gla scudstorms actually use about 4 sets of weapons [ i will post a link to them later on ] and these are 9 of them going off at the same time.

So this explosion for now only uses 2,the moab blast and the nuke blast.

I didn't know you can use WB to check explosions, How?
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Old 09-01-2004, 01:33 PM   #6 (permalink)
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Change ProjectileDetonationOCL and ProjectileDetonationFX to FireOCl and FireFX You can't use Projectile code because....it doesn't use a projectile
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Old 09-01-2004, 03:06 PM   #7 (permalink)
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Quote:
Originally Posted by adamstrange
I didn't know you can use WB to check explosions, How?
Oops, I'm sorry, i didn't realize that you said the game was running :tard: . WB can be used to catch why the game crashes, just incase you need to know later .
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Old 09-01-2004, 03:57 PM   #8 (permalink)
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BIG...BIG... BIG THANKS DJ

Works PERRRRRFECT
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