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Total Threads: 8,656
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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-21-2003, 07:13 AM
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#11 (permalink)
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Junior Member
Join Date: Mar 2003
Posts: 2
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Hi,
I made a stealth-fighter nuke bomber with only changing the exploding effect to the china nuclear plant dying effect and by giving it more punch. It works fine and looks good!
Btw. A noob question: Can I add a new weapon with only copying some other weapon and giving it different stats and name? Then I just change the weapon name of some vehicle to my weapon's name...?
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03-21-2003, 09:13 AM
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#12 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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one technical remark :
Patriot missiles are raderguided ground-air rockets, intended to shoot down airplanes and even with moderate success, incoming ballistic missiles!!!
What you're talking anout are ground-ground missiles, like the SCUD missiles...
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03-21-2003, 09:43 AM
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#13 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Not exactly...
Check here for something I was amazed at seeing too! 
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03-21-2003, 11:06 AM
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#14 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Netherlands
Posts: 139
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Quote:
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Originally Posted by Navek
ARGE!! The bloody code wont work.Ive got it so it should worj, but it wont, ill post it here. Here it is:
Quote:
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage1
VisiblePayloadTemplateName = TomahawkMissileWeapon ;Created when payload is dropped.
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This causes my game to crash when ever i use it...  :cry:
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VERY true indeed. Just look at the one tiny bit I quoted from your quote. That is the very source of your problem. If you looked correctly in the original artillery code, it had ArtilleryBarrageShells which you replaced with TomahawkMissileWeapon. However, that is NOT a valid entry for that bit. Anything with the suffix Weapon behind it, should only be used to replace other entries with the suffix Weapon (like in this case, ArtilleryBarrageDamageWeapon).
Anyways, to be short, just replace TomahawkMissileWeapon with TomahawkMissile and you'll be fine  (seeing as I messed around with the same bit heavily and I learned a lot from it. It works for me now  ) Check my attachment to see a screenie of the TomahawkBarrage weapon I was able to create by using hte artilleryweapon template (although this is a new SW, not a replacement for the Artillery itself...)
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03-21-2003, 01:05 PM
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#15 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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One small detail, Tomahawks smash into their targets horizontally, not vertically
Try this code (not tested, will do it next hour for screenshots) to get a more realistic Tomahawk Strike.
Code:
ObjectCreationList SUPERWEAPON_B52_ACMStrike1
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ; ACM's are dropped quite fast.
Payload = TomahawkMissile 12 ; Carries 12 AGM-85C's, or 3 HaveNaps.
DeliveryDistance = 4500 ;Launched from a good distance.
WeaponErrorRadius = 100 ' 12 Tomahawks at the same location is quite overkill.
InheritTransportVelocity = Yes ;Actually faster, but what the hell.
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Expect some screenies soon
EDIT: Both Quote and Code doesn't work very well :dead:
EDIT2: Bah, I missed something. No effect at all. DZ had something about this, lets searh for it...
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03-21-2003, 01:41 PM
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#16 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Netherlands
Posts: 139
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No, that doesn't work.
For one, the delivey distance is FAR too great (it takes literally ages before the beast appears...it almost takes the thing 3 minutes!!).
However, after I adjusted the delivery distance, the jet flew over, opened the cargobays, closed the cargobays and left, all peacefully...perhaps you should name the weapon "Hippy Strike"
Anyways, it just refuses to fire or drop any weapon...perhaps Tomahawks are just not meant to be used as bombs and as such, can't be transported..reminds me suddenly:
Perhaps you just add that it is transportable? Dunno if that might work though, seeing as there is no info on whether TomahawkMissiles can be transported (not that it should be required though). After that, perhaps it is due to TomahawkMissile needing to be replaced by TomahawkMissileWeapon? I'll try that, but the regular code you just offered here doesn't work..
BTW, I just found out that my TomahawkBarrage can actually be averted by AA!! Yes, just like regular Tomahawks, they can be shot down by AA...rofl...Only base defenses though, but still funny and realistic to see them shooting down the missiles...
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03-21-2003, 02:32 PM
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#17 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Netherlands
Posts: 139
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WOW!!
I just tested with a new weapontemplate instead of the ArtilleryBarrageDamageWeapon. I added a bit of code in my map.ini that defines the weapon actually killing pilots. And it even works!!
Funny thing is (only edited the effect of the weapon, nothing further on the TomahawkBarrage), the Tomahawks fall down, start to waver a bit (like they're drunk), then plop in the ground and kill any vehicle in the area, while NOT damaging anything.
In other words: drunk Tomahawk missiles own Jarmen Kell's pilotkill ability!
This is the perfect new SW for GLA...I'm gonna have so much fun with this...check the screenie out...
BTW, if anyone has suggestions on better "ammo" to use instead of the Tomahawks, plz lemme know. I have no clue how I'm going to implement this for GLA yet (thinking of a planebomb), but at least my attempt to kill pilots in vehicles has succeeded just like I hoped it would...
Another test was even funnier though. I used Colonel Burton's as ammo instead of Tomahawks. Once fired, it was a wait, but then suddenly 21 Burton's climbed over a hill (the base was protected by a hill) and waited for my command... rofl...just was funny to see 21 Burton's climbing over a hill...needless to say, the base was instantly destroyed...Too bad they didn't fall out of the sky and exploded... 
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03-21-2003, 03:35 PM
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#18 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 130
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Eh... i noticed something.... The tomahawks dont explode, rofl! They just hit the target and leave a smudge.... ill have to fix that....lol :lol:
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03-21-2003, 07:00 PM
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#19 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 130
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Wanna see somethin freaky, c attached :tard:
It works, but gives extreem laggggggg... im gonna fix that then zip it for dl (for all thsoe newbs out there) hey kat, that sniper tomahawk is freaky, should give that weapon type to the toxin tractor 
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03-21-2003, 08:26 PM
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#20 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 130
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BUGGER! I cant get it working..... it wont show up as a researchable scienece (IE general point) so im gonna go fiddle with the gui thing
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