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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 12-12-2004, 11:04 PM   #21 (permalink)
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Posts: 62
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The Weapon..
Code:
Weapon GaussBuildingGun
  PrimaryDamage         = 50.0
  PrimaryDamageRadius   = 1
  AttackRange           = 360.0
  ScatterRadius         = 2
  DamageType            = ARMOR_PIERCING
  DeathType             = NORMAL
  WeaponSpeed           = 1850.0
  ProjectileObject      = GaussShell
  ProjectileStreamName  = FlamethrowerProjectileStreamGAUSS
  FireSound             = GaussFire ;(dosen`t metter)
  FireFX                = Gauss         ;(dosen`t metter too..)
  RadiusDamageAffects   = ENEMIES NEUTRALS
  DelayBetweenShots     = 1
  ClipSize              = 2
  ClipReloadTime        = 1000
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  AntiSmallMissile      = No
  AntiBallisticMissile  = No
  AntiGround            = Yes
  DamageDealtAtSelfPosition = Yes
End
Weapon GaussDamageWeapon  ;(the real killer here)
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 1.0
  DamageType = ARMOR_PIERCING
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 1
  ClipSize = 0
  ClipReloadTime = 0
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End
The Projectile
Code:
Object GaussShell
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState = NONE
     Model = Null   ;(Thanks V_ger1)
      ParticleSysBone     = None InfernoTrail ;(add this or not..as u like)
    End
  End
  DisplayName      = OBJECT:TankShell
  EditorSorting   = SYSTEM
  VisionRange = 0.0  
  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End
  KindOf = PROJECTILE UNATTACKABLE NO_COLLIDE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 0.0000000000001
    AllowCollideForce = No
  End
  Behavior = FireWeaponUpdate ModuleTag_23
    Weapon = GaussDamageWeapon
  End
  Behavior = MissileAIUpdate ModuleTag_07
    TryToFollowTarget = No 
    FuelLifetime = 200
    InitialVelocity = 1850
    IgnitionDelay = 0
    DistanceToTravelBeforeTurning = 400
  End
  Locomotor = SET_NORMAL GAUSSLocomotor
  Geometry = Cylinder
  GeometryMajorRadius = 0.1
  GeometryHeight = 0.1
  GeometryIsSmall = Yes
  Scale = 0.1
  Shadow = SHADOW_DECAL
End
The Stream
Code:
Object FlamethrowerProjectileStreamGAUSS
  Draw = W3DProjectileStreamDraw ModuleTag_01
    Texture = EXfthrowerStream.tga
    Width = 0.5
    TileFactor = 2.0
    ScrollRate = 2.0
    MaxSegments = 2
  End
  KindOf = INERT
  Behavior = ProjectileStreamUpdate ModuleTag_02
  End
End
The Locomoto
Code:
Locomotor GAUSSLocomotor
  Surfaces = AIR
  Speed = 1850
  MinSpeed = 1850
  Acceleration = 0
  Braking = 0
  MinTurnSpeed          = 1850 
  TurnRate = 0
  MaxThrustAngle = 0
  AllowAirborneMotiveForce = Yes
  Appearance = THRUST
End
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Old 12-13-2004, 02:42 AM   #22 (permalink)
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thank you very much, plasma. i'll take a look into it.
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Old 12-13-2004, 04:41 PM   #23 (permalink)
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I believe the stream is not neccessary, at least that is what I found out when i did it.
Also there is no such thing as "Empty" it is "null"
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Old 12-13-2004, 10:35 PM   #24 (permalink)
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Ya, i should have set the Model = Null...coz I didn`t know Null means invisible model

the stream is the LOOK...a long thin fast yellow line,Piecing all alone it`s way...just like Gundam`s Beam weapon
a GUASS cannon is like a rifle,fires only 1 bullets at a time per barrel,but set it to fire 2 invisible bullets& connect them with Stream,that s 1 V.fast looking visible bullets...& i used to want the stream do all the damages by giving it a fireweapon,seens i gave up, don`t remember the reason to give up thought
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Old 12-14-2004, 07:17 AM   #25 (permalink)
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thanks, i'll try it in a few days, cause i'm in face of a exam in school.
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Old 12-14-2004, 08:28 AM   #26 (permalink)
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I would also like to know how to do this
The entirety of one of my factions uses rail-guns
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Old 12-18-2004, 08:53 AM   #27 (permalink)
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there is a projectileobject, is this mean i can add whatever projectiledetonationFX?
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Old 12-19-2004, 01:55 PM   #28 (permalink)
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Quote:
Originally Posted by homura";p=&quot View Post
there is a projectileobject, is this mean i can add whatever projectiledetonationFX?
....u know..i use 2 invisible projectile& connect them with the steam so it looks long&plus the fireweapon doing damage all the time,if given a projectiledetonationFX,the look will be strange,since the projectile never detonat, it pass through all things without impact

if u really want to give it a FX when it`s doing damage,try to set Gauss damage to Surrender(by giving the SNIPER damage type to Flashbang),& change the Armors,then go & set the DamageFX in DamageFX.ini...

PS:damage type Microwave can be used in this way
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Old 12-20-2004, 05:22 AM   #29 (permalink)
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thanks, i know how to do now.
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