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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 03-23-2005, 10:57 PM   #1 (permalink)
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Default Particle Cannon Weapon

Most objects that can attack ingame have some sort of weapon code in the weapon.ini. But, the particle cannon doesnt. Only a trailremnant weapon. How do I adjust the strength of the beam itself?

Thanks in Advance
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Old 03-24-2005, 01:48 AM   #2 (permalink)
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Take a look at the Particle Cannon Uplink itself.
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Old 03-24-2005, 04:20 PM   #3 (permalink)
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Yeah, I combed through it and found nothing, anyone know?
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Old 03-24-2005, 05:00 PM   #4 (permalink)
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I found this in 10 seconds.

Code:
Behavior = ParticleUplinkCannonUpdate ModuleTag_12
    SpecialPowerTemplate            = SuperweaponParticleUplinkCannon

    ;The values trigger the various pre-stages before being ready to actually fire.
    ;The total combined value of these determines the first sign of activity in the 
    ;cannon.
    BeginChargeTime                 = 5000 ;The outer nodes begin to charge.
    RaiseAntennaTime                = 4667 ;The hatch opens and raises antenna (matches animation speed)
    ReadyDelayTime                  = 2000 ;The time after antenna is raised prior to being ready to fire.

    ;***NOTE -- these values effect gameplay*****
    TotalFiringTime                 = 10000     ;The total ground contact time of the beam

    DamagePerSecond                 = 400       ;Amount of damage inflicted per second
    TotalDamagePulses               = 40        ;The total number of damage pulses -- less means more damage per pulse, but less accurate
    WidthGrowTime                   = 2000      ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
    BeamTravelTime                  = 2500      ;How long it takes for the beam to hit the ground after leaving the firing dish.
    DamageType                      = PARTICLE_BEAM ;Type of damage inflicted.
    DamageRadiusScalar              = 3.4       ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
    RevealRange                     = 50.0      ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
    ;********************************************

    ;Bone names for required elements
    OuterEffectBoneName             = FX          ;The base name for the outer node bones.
    OuterEffectNumBones             = 5           ;The number of outer nodes.
    ConnectorBoneName               = FXConnector ;The name of the bone where the connector lasers meet.
    FireBoneName                    = FXMain      ;The name of the bone where the main beam is fired from.

    ;These are particle systems tied to the outer nodes in varying intensities.
    OuterNodesLightFlareParticleSystem    = ParticleUplinkCannon_OuterNodeLightFlare
    OuterNodesMediumFlareParticleSystem   = ParticleUplinkCannon_OuterNodeMediumFlare
    OuterNodesIntenseFlareParticleSystem  = ParticleUplinkCannon_OuterNodeIntenseFlare

    ;The connectors system connects each of the outer nodes to the central node that receives
    ;the lasers from outside.
    ConnectorMediumLaserName        = ParticleUplinkCannon_MediumConnectorLaser
    ConnectorIntenseLaserName       = ParticleUplinkCannon_IntenseConnectorLaser

    ;Currently commented out -- These
    ;ConnectorMediumFlare            = ParticleUplinkCannon_InnerConnectorMediumFlare
    ;ConnectorIntenseFlare           = ParticleUplinkCannon_InnerConnectorIntenseFlare

    ;This is the name of the bone on the building where the beam is fired from
    LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
    ParticleBeamLaserName           = ParticleUplinkCannon_OrbitalLaser
    GroundHitFX                     = FX_ParticleUplinkCannon_BeamHitsGround     ;TotalScorchMarks determines how many times this gets called.

    ;The flare fxlist that is played over and over during the beam firing process. Be
    ;mindful of the delay because that effects both art and sound.
    BeamLaunchFX                   = FX_ParticleUplinkCannon_BeamLaunchIteration
    DelayBetweenLaunchFX           = 1000

    ;Each scorch mark creates an object in the world, so while making more looks better
    ;it becomes a performance issue. The scalar will calculate the size of the scorch
    ;mark to make based on the current size of the beam (which changes dynamically). The
    ;number also matches the number of times the "GroundHitFX" is called.
    TotalScorchMarks               = 20
    ScorchMarkScalar               = 2.4

    ;***NOTE -- these values effect gameplay***
    ;The swath of death is the path the laser tracers centered on the targeted position.
    ;If the amplitude is zero, the line will go straight, with a higher value, it'll do
    ;a sine wave iteration, but always goes through the target point.
    SwathOfDeathDistance           = 200.0
    SwathOfDeathAmplitude          = 50.0


    ManualDrivingSpeed             = 20
    ManualFastDrivingSpeed         = 40
    DoubleClickToFastDriveDelay    = 500

    ;***SOUNDS!****
    PoweringUpSoundLoop            = ParticleUplinkCannon_PowerupSoundLoop
    UnpackToIdleSoundLoop          = ParticleUplinkCannon_UnpackToIdleSoundLoop
    FiringToPackSoundLoop          = ParticleUplinkCannon_FiringToPackSoundLoop
    GroundAnnihilationSoundLoop    = ParticleUplinkCannon_GroundAnnihilationSoundLoop

    ;The trail left behind creates an object that inflicts extra damage for a short period of time.
    DamagePulseRemnantObjectName   = ParticleUplinkCannonTrailRemnant
  End
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Old 03-24-2005, 08:46 PM   #5 (permalink)
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Alright. I just wasn't sure what piece of data held the information i was looking for...
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