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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 09-29-2005, 05:30 PM   #1 (permalink)
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Default Dooms Day Bomb

Hi, i have been working on a bomb that the aurora drops, that spawns a tornado and does a lot of damage to units...here is some code:

Code:
ParticleSystem GravityClouds
  Priority = AREA_EFFECT
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXPuddle.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 0.50
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 0.99 0.99
  VelocityDamping = 0.98 0.99
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 600
  Size = 70.00 90.00
  StartSizeRate = 0.00 0.00
  SizeRate = 12.00 22.00
  SizeRateDamping = 3.95 3.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 0
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:40 G:40 B:40 0
  Color2 = R:44 G:45 B:42 15
  Color3 = R:0 G:0 B:0 200
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 3.00 3.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.02
  VelocityType = OUTWARD
  VelOutward = 0.25 1.00
  VelOutwardOther = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 40.00
  VolCylinderLength = 5.00
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 4.449946
  WindPingPongStartAngleMin = 5.000000
  WindPingPongStartAngleMax = 9.785398
  WindPingPongEndAngleMin = 2.497787
  WindPingPongEndAngleMax = 4.283185
End

ParticleSystem GravityOutbreakFumes
  Priority = CRITICAL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 0.50
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 0.99 0.99
  VelocityDamping = 0.98 0.99
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 600
  Size = 85.00 95.00
  StartSizeRate = 0.00 0.00
  SizeRate = 2.00 7.00
  SizeRateDamping = 0.95 0.95
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.50 0.50 20
  Alpha3 = 0.00 0.00 200
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:24 G:24 B:24 0
  Color2 = R:20 G:20 B:20 0
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 5.00 5.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.02
  VelocityType = OUTWARD
  VelOutward = 1.00 2.00
  VelOutwardOther = 0.25 0.50
  VolumeType = CYLINDER
  VolCylinderRadius = 30.00
  VolCylinderLength = 5.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 5.000000
  WindPingPongStartAngleMax = 9.785398
  WindPingPongEndAngleMin = 2.497787
  WindPingPongEndAngleMax = 4.283185
End

ParticleSystem GravityStem
  Priority = CRITICAL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 1.00
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.99 0.99
  Gravity = 0.00
  Lifetime = 650.00 650.00
  SystemLifetime = 650
  Size = 13.00 25.00
  StartSizeRate = 0.00 0.00
  SizeRate = 12.00 18.00
  SizeRateDamping = 0.90 0.90
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.10 0.10 2
  Alpha3 = 0.75 0.75 100
  Alpha4 = 0.00 0.00 250
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:51 G:51 B:51 0
  Color2 = R:51 G:51 B:51 150
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = -0.25 0.25
  BurstDelay = 2.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:1.00
  VelocityType = OUTWARD
  VelOutward = -1.00 -1.00
  VelOutwardOther = -1.00 -1.00
  VolumeType = CYLINDER
  VolCylinderRadius = 75.00
  VolCylinderLength = 10.00
  IsHollow = Yes
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 2.497787
  WindPingPongEndAngleMax = 4.283185
End
and i just wanted to know:

1: can anyone tell me how to make the tornado go in a perfect circle

2: how to make the radiation damage attached to it do more damage to structures...
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Old 09-29-2005, 06:33 PM   #2 (permalink)
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Here is 1 screenshot of the tornado as it is starting, i will take some more as I progress in developing it...

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Old 09-30-2005, 10:49 AM   #3 (permalink)
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hmm. why radiation?

Do it with normal EXPLOSION type or something like this. the tornado object would have an "FireWeaponUpdate" like the radiation field or tzhe ECM tank has. And there should be the TornadoWeapon. He will fire as long as the tornado is alive (add LifetimeUpdate).

The reason is: Radiation is already specified and if you change the armor type of the structures every building would get much damage from normal Nuke Missile and it's radiation or neutron shells etc.
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Old 10-01-2005, 05:17 PM   #4 (permalink)
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hmmm...i never thought about that...thanx...i tell ya results and maybe post a new pic later...
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Old 10-02-2005, 06:13 PM   #5 (permalink)
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Default

ok now i have a problem, ever time i drop the bomb to spawn the tornado, the whole game just freezes, not technicle difficulty, but just solid frozer, i have to hold down the power button to turn the computer off! I will show you my code, please help:



System.ini
Code:
Object Tornado

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = NONE
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting = SYSTEM
  ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
  KindOf = NO_COLLIDE UNATTACKABLE IMMOBILE
  ArmorSet
    Conditions      = None
    Armor           = HazardousMaterialArmor
  End

  ; ***AUDIO parameters ***
  SoundAmbient      = RadiationPoolAmbientLoop
  SoundDie          = RadiationPoolDie


  ; *** ENGINEERING Parameters ***  
  Body = ActiveBody ModuleTag_02
    MaxHealth        = 150.0
    InitialHealth    = 150.0
  End
  Behavior = FireWeaponUpdate ModuleTag_03
    Weapon = TornadoWeapon
  End

  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 50000
    MaxLifetime = 50000
  End
  
  Behavior = DestroyDie ModuleTag_06
  End

  Geometry            = CYLINDER
  GeometryMajorRadius = 500.0
  GeometryHeight      = 1.0
  GeometryIsSmall     = No
  
End
FxList.ini
Code:
FXList WeaponFX_Tornado
ParticleSystem
    Name = GravityStem
  End
  ParticleSystem
    Name = GravityClouds
  End
  ParticleSystem
    Name = GravityOutbreakFumes
  End
  ViewShake 
    Type = STRONG
  End
End
ObjectCreationList.ini
Code:
ObjectCreationList OCL_Tornado
 CreateObject
   ObjectNames = Tornado
 End
End
ParticleSystem.ini
Code:
ParticleSystem GravityClouds
  Priority = AREA_EFFECT
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXPuddle.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 0.50
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 0.99 0.99
  VelocityDamping = 0.98 0.99
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 600
  Size = 70.00 90.00
  StartSizeRate = 0.00 0.00
  SizeRate = 12.00 22.00
  SizeRateDamping = 3.95 3.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 0
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:108 G:108 B:108 0
  Color2 = R:108 G:108 B:108 150
  Color3 = R:0 G:0 B:0 200
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 3.00 3.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.02
  VelocityType = OUTWARD
  VelOutward = 0.25 1.00
  VelOutwardOther = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 100.00
  VolCylinderLength = 5.00
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 4.449946
  WindPingPongStartAngleMin = 5.000000
  WindPingPongStartAngleMax = 9.785398
  WindPingPongEndAngleMin = 2.497787
  WindPingPongEndAngleMax = 4.283185
End

ParticleSystem GravityOutbreakFumes
  Priority = CRITICAL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 0.50
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 0.99 0.99
  VelocityDamping = 0.98 0.99
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 600
  Size = 35.00 45.00
  StartSizeRate = 0.00 0.00
  SizeRate = 2.00 7.00
  SizeRateDamping = 0.95 0.95
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.50 0.50 20
  Alpha3 = 0.00 0.00 200
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:108 G:108 B:108 0
  Color2 = R:108 G:108 B:108 150
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 5.00 5.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.50 Y:0.90 Z:0.97
  VelocityType = OUTWARD
  VelOutward = 1.00 2.00
  VelOutwardOther = 0.25 0.50
  VolumeType = CYLINDER
  VolCylinderRadius = 110.00
  VolCylinderLength = 5.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 5.000000
  WindPingPongStartAngleMax = 9.785398
  WindPingPongEndAngleMin = 2.497787
  WindPingPongEndAngleMax = 4.283185
End

ParticleSystem GravityStem
  Priority = CRITICAL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 1.00
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.99 0.99
  Gravity = 0.20
  Lifetime = 650.00 650.00
  SystemLifetime = 650
  Size = 23.00 35.00
  StartSizeRate = 0.00 0.00
  SizeRate = 12.00 18.00
  SizeRateDamping = 0.90 0.90
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.10 0.10 2
  Alpha3 = 0.75 0.75 100
  Alpha4 = 0.00 0.00 250
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:108 G:108 B:108 0
  Color2 = R:108 G:108 B:108 150
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = -0.25 0.25
  BurstDelay = 2.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:1.00
  VelocityType = OUTWARD
  VelOutward = -3.00 -3.00
  VelOutwardOther = -2.00 -2.00
  VolumeType = CYLINDER
  VolCylinderRadius = 95.00
  VolCylinderLength = 50.00
  IsHollow = Yes
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.249946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.285398
  WindPingPongEndAngleMin = 0.497787
  WindPingPongEndAngleMax = 2.283185
End
Weapon.ini [first is the aurora's weapon, since the aurora drops the bomb that then spawns a tornado]

Code:
Weapon AuroraBombWeapon
  PrimaryDamage           = 480.0            
  PrimaryDamageRadius     = 20.0      
  AttackRange             = 120.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 20          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 99
  ProjectileObject        = AuroraBomb
  FireFX                  = FX_AuroraBombLaunch 
  FireSound               = TornadoScreech
  ProjectileDetonationOCL = OCL_Tornado
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 95000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End
Code:
Weapon TornadoWeapon
  PrimaryDamage           = 80.0            
  PrimaryDamageRadius     = 90.0      
  AttackRange             = 120.0       ; this needs to be pretty high, since the Aurora moves so fast
  DamageType              = EXPLOSION
  DeathType               = NORMAL
  WeaponSpeed             = 99999.9
  ProjectileObject        = Tornado
  FireSound               = TornadoScreech
  FireFX  = WeaponFX_Tornado
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 95000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = No

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End
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Old 10-02-2005, 10:24 PM   #6 (permalink)
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I'm just guessing, but perhaps the particle load is too high (especially with two of your ParticleSyatems marked with CRITICAL priority). Try using the weapon without any particle effects and see if that solves the problem.
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Old 10-02-2005, 11:02 PM   #7 (permalink)
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k...i'll try it with the one without the critical and remove the others for now and see how it goes...
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Old 10-15-2005, 02:56 PM   #8 (permalink)
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well see the thing is, as soon as the aurora bomb touches the ground, the very milli second, the whole game just freezes; and the worse part about it is, i cant even ctrl + alt + del or windows button my way out of it...
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Old 10-18-2005, 07:18 PM   #9 (permalink)
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ok it fixed now, thanks
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