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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-02-2004, 11:29 PM
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#1 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Coding the ICBM
Getting ready to code it in game but all the tuts I see, none say if it's for Vanilla or ZH. So before I waste my time can someone tell me if in this case there is a difference.
IF you know enuff than what subtle changes would I need to do to make it ZH? TYIA
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09-03-2004, 08:52 AM
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#2 (permalink)
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Member
Join Date: Aug 2004
Location: Portugal
Posts: 82
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Re: Coding the ICBM
hi, i think you mean this
http://gendev.origin-network.net/pag.../vanguard/icbm
check it, it's for Zero Hour, check that site for other tutorials also, is very useful, you can learn alot with the vanguard stuff
hope this help you, because was my intention 
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09-05-2004, 09:44 AM
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#3 (permalink)
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Senior Member
Join Date: Mar 2004
Location: England
Posts: 158
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i have codded my mobile ICBM, dont know if it is of any use to you, its about a billion times simpler then that let me tell you :P
this is the wepon itself
;------------------------------------------------------------------------------
Weapon ICBMMIS
PrimaryDamage = 250.0
PrimaryDamageRadius = 180.0
SecondaryDamage = 100.0
SecondaryDamageRadius = 100.0
ScatterRadiusVsInfantry = 100.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 3500.0
MinimumAttackRange = 200.0
PreAttackDelay = 500
PreAttackType = PER_SHOT ; Do the delay every single shot
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = ICBMMissile
ProjectileExhaust = JetBlackTrail
ProjectileDetonationFX = WeaponFX_CINEConvoyNuke
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 10000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
ou could use whatever missile u choose to make the exploasion, its basicly the what u would need the basics, u can edit it yourself, play around with it, try it out
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09-05-2004, 11:49 AM
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#4 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Well I've decided to give the Israelis a true Neutron missile. I'm gonna use the unused ICBM from ZH. The missile will do some structural damage but within the radius is will kill all infantry and snipe vehicle pilots. Neutron weapons do little strucral damage but kill organic life.
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09-05-2004, 08:18 PM
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#5 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Lemme make this topic a little smaller, sorry for the code that you already saw Hostile :| .
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09-05-2004, 08:18 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Edit: Double post, sorry, impatient me :drunk: .
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09-06-2004, 01:28 AM
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#7 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Well thanks for a very long double post.  Yes I've talked to MM from Gendev and it is for ZH so not an issue, was just telling you all my plans for the SW. Gendev also has the O.M.E.G.A SW which is where I got the idea for the Neutron Missile.
Would be devastating to be hit by right before an attack. But if hit and given some time, you could easily reclaim your vehicles. So it would have to be used with some thought.
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09-06-2004, 01:35 AM
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#8 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Yeah, that sounds pretty cool, the Neutron Missile is in the Zero Hour Reborn mod, so try emailing the creator of that mod if you need help coding it.
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09-06-2004, 01:53 AM
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#9 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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I'll be able to code it with alittle help from some people. But I learned that the model is incorrect and the ICBM comes out upside down so ya have to open up the model and reverse the direction of the missile.
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09-06-2004, 02:01 AM
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#10 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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But then doesn't that mean when the missile is slighty out of the silo, that it would look upside down, or is the missile in the incorrect model already upside down? And another thing, when i played ZH Reborn, theres this odd bug that makes the missile come out normal, but when its is "flying through the air", it is horizontal :drunk: PLEASE make sure yours doesn't do that.
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