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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 08-19-2005, 07:29 PM   #1 (permalink)
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Default NukeCannon Modification

First post, please don't kill me too quick.

I want to, for my own personal amusement, have the Chinese NuleCannon for Generals fire a shell which explodes much like the Convoy Truck Nuke explosion. I tried editing the NukeCannonShell object to have a death weapon lifted from the convoy truck nuke in CivilianUnit.ini. I replaced this:

Behavior = DestroyDie ModuleTag_03
;nothing
End

with this:

Behavior = DestroyDie ModuleTag_03
DeathTypes = NONE +SUICIDED
DestructionDelay = 1500
OCL = FINAL OCL_GenericCarExplode
Weapon = FINAL DirtyNukeCreationWeapon
End

but of course I hit 'serious errors'.

Anyone want to help me with this?

Thanks.
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Old 08-19-2005, 08:14 PM   #2 (permalink)
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Im afraid you taking the wrong approach, first of all the nuke convoy's weapon is CINEConvoyNuke and second the nuke cannon's weapon explosion is the nuke cannon weapon itself, not in the projectile.
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Old 08-20-2005, 12:33 PM   #3 (permalink)
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what you need is....i think


for the nuke cannon in weapon.ini, put something like this in:

PrimaryDamage = 800.0
PrimaryDamageRadius = 100.0
SecondaryDamage = 20.0
SecondaryDamageRadius = 60.0
ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 250.0
MinimumAttackRange = 200.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 200 ; dist/sec
ProjectileObject = NukeCannonShell
FireFX = WeaponFX_CINEConvoyNuke
FireSound = NukeCannonWeapon
VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
ProjectileDetonationFX = WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 8 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 9000 ; how long to reload a Clip, msec
End
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Old 08-21-2005, 05:29 AM   #4 (permalink)
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Thanks for the replies. What I did was change the ProjectileDetonationOCL to OCL_DirtyNuke. Then, when the shell explodes I get the required effect. Thanks guys.
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Old 08-21-2005, 04:19 PM   #5 (permalink)
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yea...that is all you need...an ocl and fx to describe the nuke wave...no problemo...
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Old 08-21-2005, 06:35 PM   #6 (permalink)
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Actually, he wants the radiation to do damage too, disregaurd my posts on Gamming forums, look at the Nuclear missile, it has a special module for the big nuke and working radiation.

Code:
  Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
    DestructionDelay    = 3501
    ScorchMarkSize      = 320
    FXList              = FX_Nuke

    Blast1Enabled       = Yes
    Blast1Delay         = 580     ;in milliseconds
    Blast1ScorchDelay   = 100     ;in milliseconds
    Blast1InnerRadius   = 60.0    ;objects inside this get the full damage
    Blast1OuterRadius   = 60.0    ;objects inside this get some of the full damage
    Blast1MaxDamage     = 0.0     ;damage within inner radius of blast
    Blast1MinDamage     = 0.0     ;always do at least this much damage to objects
    Blast1ToppleSpeed   = 0.5     ;higher #'s topple faster
    Blast1PushForce     = 10.0    ;higher #'s push more

    Blast2Enabled       = Yes
    Blast2Delay         = 660    ;in milliseconds
    Blast2ScorchDelay   = 180     ;in milliseconds
    Blast2InnerRadius   = 90.0    ;objects inside this get the full damage
    Blast2OuterRadius   = 90.0    ;objects inside this get some of the full damage
    Blast2MaxDamage     = 0.0     ;damage within inner radius of blast
    Blast2MinDamage     = 0.0     ;always do at least this much damage to objects
    Blast2ToppleSpeed   = 0.45    ;higher #'s topple faster
    Blast2PushForce     = 8.0     ;higher #'s push more

    Blast3Enabled       = Yes
    Blast3Delay         = 720    ;in milliseconds
    Blast3ScorchDelay   = 260     ;in milliseconds
    Blast3InnerRadius   = 120.0   ;objects inside this get the full damage
    Blast3OuterRadius   = 120.0   ;objects inside this get some of the full damage
    Blast3MaxDamage     = 0.0     ;damage within inner radius of blast
    Blast3MinDamage     = 0.0     ;always do at least this much damage to objects
    Blast3ToppleSpeed   = 0.42    ;higher #'s topple faster
    Blast3PushForce     = 6.0     ;higher #'s push more

    Blast4Enabled       = Yes
    Blast4Delay         = 850    ;in milliseconds
    Blast4ScorchDelay   = 340     ;in milliseconds
    Blast4InnerRadius   = 150.0   ;objects inside this get the full damage
    Blast4OuterRadius   = 150.0   ;objects inside this get some of the full damage
    Blast4MaxDamage     = 0.0     ;damage within inner radius of blast
    Blast4MinDamage     = 0.0     ;always do at least this much damage to objects
    Blast4ToppleSpeed   = 0.40    ;higher #'s topple faster
    Blast4PushForce     = 6.0     ;higher #'s push more

    Blast5Enabled       = Yes
    Blast5Delay         = 1000    ;in milliseconds
    Blast5ScorchDelay   = 420     ;in milliseconds
    Blast5InnerRadius   = 180.0   ;objects inside this get the full damage
    Blast5OuterRadius   = 180.0   ;objects inside this get some of the full damage
    Blast5MaxDamage     = 0.0     ;damage within inner radius of blast
    Blast5MinDamage     = 0.0     ;always do at least this much damage to objects
    Blast5ToppleSpeed   = 0.38    ;higher #'s topple faster
    Blast5PushForce     = 6.0     ;higher #'s push more

    Blast6Enabled       = Yes
    Blast6Delay         = 1180    ;in milliseconds
    Blast6ScorchDelay   = 500     ;in milliseconds
    Blast6InnerRadius   = 60.0    ;objects inside this get the full damage
    Blast6OuterRadius   = 210.0   ;objects inside this get some of the full damage
    Blast6MaxDamage     = 3500.0  ;damage within inner radius of blast
    Blast6MinDamage     = 300.0   ;always do at least this much damage to objects
    Blast6ToppleSpeed   = 0.35    ;higher #'s topple faster
    Blast6PushForce     = 4.0     ;higher #'s push more

    Blast7Enabled       = Yes
    Blast7Delay         = 999999  ;in milliseconds, don't do the damage wave
    Blast7ScorchDelay   = 620     ;in milliseconds
    Blast7OuterRadius   = 210.0   ;objects inside this get some of the full damage

    Blast8Enabled       = Yes
    Blast8Delay         = 999999  ;in milliseconds, don't do the damage wave
    Blast8ScorchDelay   = 700     ;in milliseconds
    Blast8OuterRadius   = 210.0   ;objects inside this get some of the full damage

    Blast9Enabled       = Yes
    Blast9Delay         = 999999  ;in milliseconds, don't do the damage wave
    Blast9ScorchDelay   = 800     ;in milliseconds
    Blast9OuterRadius   = 210.0   ;objects inside this get some of the full damage

    OCL            = MIDPOINT   OCL_NukeRadiationField
  End
The weapon that has the shell you attach this to only needs to do 0.0001 damage and then this will cause the detonation and the damage, along with the perfectly working radiation field.

This would be the easiest, but seeing as he got it working, the way he did it is fine too.
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Old 08-21-2005, 09:28 PM   #7 (permalink)
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well...if he add a radiation ocl the weapon...should that do it?
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Old 08-21-2005, 09:38 PM   #8 (permalink)
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Yeah, I just find it easier to add the module.
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Old 08-22-2005, 04:25 PM   #9 (permalink)
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oh...ok
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