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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 01-23-2005, 08:50 PM   #1 (permalink)
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Default Can someone fix this nuke silo mod?

Someone emailed this nuke silo mod to me but they said it needs to be fixed. It's a cool looking silo but when you place the curser on the target the missile disapears and nothing happens.
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Old 01-23-2005, 10:21 PM   #2 (permalink)
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Well I was going to attach the mod here but there's no option for it. If someone wants to look at it I can email it to you.
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Old 01-24-2005, 04:14 AM   #3 (permalink)
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can you post a picture of it?
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Old 01-24-2005, 12:09 PM   #4 (permalink)
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Quote:
Originally Posted by IraqiPeopleRocks";p=&quot View Post
can you post a picture of it?
Ok, I found one that actuallly works good but it's too weak. How can I make it more powerful so it does more damage? It's a mod that uses the ICBM of the nuke general.
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Old 01-24-2005, 12:20 PM   #5 (permalink)
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hmm...why dont you take a look at weapons.ini ?
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Old 01-24-2005, 01:56 PM   #6 (permalink)
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Quote:
Originally Posted by IraqiPeopleRocks";p=&quot View Post
hmm...why dont you take a look at weapons.ini ?

Ok, I found weapon.ini and I think this is the code that pertains to the nuke general icbm. I think I can see what it needs but just want to know if I'm on the right track.

;------------------------------------------------------------------------------
Weapon SupW_NeutronMissileWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 99999 ; not used for this weapon (it's "special")
DamageType = RADIATION ; not used for this weapon (it's "special")
DeathType = NORMAL
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = SupW_NeutronMissileWeapon
ProjectileExhaust = NeutronMissileExhaust
FireFX = WeaponFX_NeutronMissile
ProjectileDetonationFX = None ; not used for this weapon (it's "special")
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; not used for this weapon (it's "special")
ClipSize = 1 ; not used for this weapon (it's "special")
ClipReloadTime = 0 ; not used for this weapon (it's "special")
AutoReloadsClip = No ; not used for this weapon (it's "special")
End
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Old 01-24-2005, 02:19 PM   #7 (permalink)
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is this for ZH right? if so go to WeaponObjects.ini and search for

"Object NeutronMissile"

and Find

This Tag:

" Behavior = NeutronMissileSlowDeathBehavior"

And Change the Settings there increase or lower the number too high means OVERKILL :drunk: Too low = lame so change it with caution

btw this will affect the damage of nuke superweapon in ZH
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Old 01-24-2005, 03:37 PM   #8 (permalink)
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Quote:
Originally Posted by IraqiPeopleRocks";p=&quot View Post
is this for ZH right? if so go to WeaponObjects.ini and search for

"Object NeutronMissile"

and Find

This Tag:

" Behavior = NeutronMissileSlowDeathBehavior"

And Change the Settings there increase or lower the number too high means OVERKILL :drunk: Too low = lame so change it with caution

btw this will affect the damage of nuke superweapon in ZH
I'll give it a try thanks.
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Old 01-24-2005, 10:48 PM   #9 (permalink)
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[quote="IraqiPeopleRocks";p="111563"]is this for ZH right? if so go to WeaponObjects.ini and search for

"Object NeutronMissile"

and Find

This Tag:

" Behavior = NeutronMissileSlowDeathBehavior"

And Change the Settings there increase or lower the number too high means OVERKILL :drunk: Too low = lame so change it with caution


quote]

Well cruddy, I did that and did not do anything. I was going to try to add some code to the weapon.ini and reference the missile but I can't fgure out what the name of it is. Can't find it anywhere.
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Old 01-25-2005, 01:40 AM   #10 (permalink)
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*cough* :S why not take a look at the Chinese Nuke Launcher and track it down
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