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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 04-16-2003, 06:00 PM   #31 (permalink)
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one small technical detail, ( i think its for balance resons but anyways,) the real tomahawk missile carries 450kg of High Explosives. a detonation from one missile is enough to level an entire city block. in laymans terms, the tomahawks that you guys use are way underpowered. like i said thats probably for balance reasons, but in my mod its a superweapon that only launches one missile. however, you guys are free to mod however you like, im just giving a bit of realistic facats so ignore them if you want.
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Old 04-16-2003, 06:56 PM   #32 (permalink)
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OK i tried to make a tomahawkStrike for my mod, but when i try it it wont load the game. heres my code:
CommandButton.ini
Code:
CommandButton Command_TomahawkStrike
  Command           = SPECIAL_POWER
  SpecialPower      = SpecialPowerTomahawkStrike
  Options           = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT
  TextLabel         = CONTROLBAR:SpyDrone
  ButtonImage       = SAScout
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipFireSpyDrone
  RadiusCursorType  = SPYDRONE
  InvalidCursorName = GenericInvalid
End
CommandSet.ini
Code:
; Structure Command Sets ------------------------------------------------------
CommandSet AmericaCommandCenterCommandSet
  1  = Command_ConstructAmericaDozer
  5  = Command_A10ThunderboltMissileStrike
  6  = Command_Paradrop
  7  = Command_TomahawkStrike
  8  = Command_EmergencyRepair
  9  = Command_DaisyCutter
 10  = Command_SpySatelliteScan 
 11  = Command_SetRallyPoint
 12 = Command_Sell
End
ObjectCreationList.ini
Code:
; ----------------------------------------------------------------------------- 
; ----------------------------------------------------------------------------- 
ObjectCreationList SUPERWEAPON_TomahawkStrike 

DeliverPayload 
Transport = ChinaArtilleryCannon 
FormationSize = 1 
FormationSpacing = 1.0 
StartAtPreferredHeight = Yes 
StartAtMaxSpeed = Yes 
MaxAttempts = 1 ;max attempts 
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. 
WeaponErrorRadius = 5 ; how bad the artillerist is 
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" 
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time 
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base 
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. 
VisibleNumBones = 1 ;Number of bones. 
VisiblePayloadTemplateName = TomahawkMissile ;Created when payload is dropped. 
VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon 
InheritTransportVelocity = Yes ;The bombs will start at transport velocity. 
ExitPitchRate = 30 ;The bomb will pitch down. 
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' 
DeliveryDecalRadius = 50 
DeliveryDecal 
Texture = SCCArtilleryBarrage_China 
Style = SHADOW_ALPHA_DECAL 
OpacityMin = 25% 
OpacityMax = 50% 
OpacityThrobTime = 500 
Color = R:255 G:156 B:0 A:255 
OnlyVisibleToOwningPlayer = No 
End 
End 
End
Science.ini
Code:
Science SCIENCE_TomahawkStrike
  PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:USASpyDrone
  Description = CONTROLBAR:ToolTipUSAScienceSpyDrone
End
SpecialPower.ini
Code:
;-----------------------------------------------------------------------------
SpecialPower SuperweaponTomahawkStrike
  Enum                = SPECIAL_ARTILLERY_BARRAGE
  ReloadTime          = 150000   ; in milliseconds. min is 2x door/open close time!
  RequiredScience     = SCIENCE_TomahawkStrike
  InitiateSound       = FireArtilleryCannonSound
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 30000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 125
End
Weapon.ini
Code:
;------------------------------------------------------------------------------
Weapon TomahawkStrikeDamageWeapon
  PrimaryDamage         = 1000.0     ;GS changed to what it was secretly doing pending review
  PrimaryDamageRadius   = 10.0      
  AttackRange           = 100.0
  DamageType            = EXPLOSION         
  DeathType             = EXPLODED
  WeaponSpeed           = 99999.0             
  ProjectileDetonationFX = FX_ArtilleryBarrage
  RadiusDamageAffects   = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots     = 0    ; time between shots, msec
  ClipSize              = 1    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0    ; how long to reload a Clip, msec
  AutoReloadsClip       = No 
End
Dont worry about the spy drone stuff unless its causing the thig to screw up, i just replaced the Spydrone with the TomahawkStrike for testing, and i dont have a cameo for the Strike yet so i just use the spydrone one.
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Old 04-16-2003, 09:53 PM   #33 (permalink)
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look at the tomahawk that EAP made as in the moble launched one it barly does any damage by it self so yeah it is very under powered but for very good balance reasons as they had to make all sides even they cant have "real" american weapons to GLA weapons that would end up like Iraq with a American death toll of 100 and GLA death toll of 10000 so balance is very good reason.
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Old 04-16-2003, 09:55 PM   #34 (permalink)
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yeah i know,which is why my mod will have one superweapon missile doing huge damage. does anybody have a solution to my problem?
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Old 04-16-2003, 10:17 PM   #35 (permalink)
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how about a EMP P canon that may work
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Old 04-16-2003, 10:18 PM   #36 (permalink)
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what? what are you talking about?
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Old 04-16-2003, 10:20 PM   #37 (permalink)
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i mean not like the EMP bomb A emp laser
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Old 04-16-2003, 11:23 PM   #38 (permalink)
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what? im not trying to do that im trying to make a tomahawk strike.
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Old 04-17-2003, 12:25 AM   #39 (permalink)
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Hey Zack, those glow/sparks that fly out in your weapon detonation looks really cool. What is the name of that particle effect, or is it custom made?
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Old 04-17-2003, 01:23 AM   #40 (permalink)
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Im so looking forward to LT Zacks Mod.
And I hope EA's expansion doesnt mess up with the current mods about to come out.
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