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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 08-27-2005, 08:14 PM   #1 (permalink)
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Default Particle Beam Radius

Sorry, but I haven't been messing with the particle cannon much, I was wondering where the code that defines beam radius is.
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Old 08-27-2005, 08:31 PM   #2 (permalink)
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Do you mean the visual width of the beam or the size of the area that takes damage?
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Old 08-27-2005, 09:12 PM   #3 (permalink)
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im guessing he means both
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Old 08-27-2005, 11:00 PM   #4 (permalink)
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Yea, both
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Old 08-28-2005, 02:59 AM   #5 (permalink)
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weapon.ini and umm....fx list or factionunit.ini one of those...
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Old 08-28-2005, 04:55 AM   #6 (permalink)
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find "ParticleUplinkCannon_OrbitalLaser" in WeaponObjects.ini, lines below controls graphics radius:
InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 26.0 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)

find "AmericaParticleCannonUplink" in functionbuilding.ini, these lines controls main beam damage radius:
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.

find "ParticleUplinkCannonBeamTrailRemnantWeapon" in weapon.ini, this controls the trail damage and radius.
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Old 08-28-2005, 08:17 AM   #7 (permalink)
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TotalFiringTime = 10000
DamagePerSecond = 400
TotalDamagePulses = 40
DamageRadiusScalar = 3.4

these values can scale the "real" damage and damge radius.
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Old 08-28-2005, 05:27 PM   #8 (permalink)
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Thanks, might I ask what the DamageRadiusScalar is based on?
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Old 08-28-2005, 05:35 PM   #9 (permalink)
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Afaik it calcultes the damage radius based on how wide the particle beam is.
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Old 08-28-2005, 05:54 PM   #10 (permalink)
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ok, thanks.
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