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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 04-12-2006, 06:11 AM   #1 (permalink)
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Default better guided missiles....

guys..did u notice those guided missiles which were still flying would just disappear when its target died?
I`v found a way to make them detonate with a FX or even OCL (pieces of debris?) in this case...

if just for FX:
add "DetonateCallsKill = Yes" in MissileAIUpdate & it will play the fx within DeathTypes = ALL -LASERED -DETONATED
(by default,coz i`m not sure whats the deathtype for just disappear in air,if anyone knows....please let me know...)

if for FX&OCL:
to OCL is same as above,add OCL=.. within DeathTypes = ALL -LASERED -DETONATED...but in order to prevent the missile OCL even when it do hits the target, must add "MissileCallsOnDie = Yes" in its weapon codes
(& by doing this will not cancle any other OCLs which should be created when the missile hits its target)



& I think there is a better way for gattlings vs. countermeasure...
say we can make gattling shoots invisable smallmissile projectiles...& make this smallmissile kindof= unattackable....so avengers will not mess with it..but it will still try follow the flares..


What u think? please let me know...
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Old 04-12-2006, 07:00 PM   #2 (permalink)
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Very nice ideas you've posted there. The "vanished-missile-problem" really is annoying, thanks for the hints
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Old 04-12-2006, 07:31 PM   #3 (permalink)
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Can you just make it so the missiles keep flying until they go offscreen or something?
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Old 04-13-2006, 03:06 AM   #4 (permalink)
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Quote:
Originally Posted by Infinatehellmasker";p=&quot View Post
Can you just make it so the missiles keep flying until they go offscreen or something?
just ocl an object with Disposition = LIKE_EXISTING INHERIT_VELOCITY using this missile model...& attach the particle system for missile`s exhaust on this object + a long long lifetime of course
Ps: with lots of this object will surely slow down ur game speed...
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Old 04-14-2006, 02:29 PM   #5 (permalink)
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Just wondering, is it possible to make the missile still fly towards its target's last location and detonate there? That would be nice so that large missiles (ie - Tomahawk) would still deal splash damage to any other vehicles that happened to be close to the destroyed target.

Nice stuff still.
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Old 04-17-2006, 06:23 AM   #6 (permalink)
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Quote:
Originally Posted by GuyInTheWindow";p=&quot View Post
Just wondering, is it possible to make the missile still fly towards its target's last location and detonate there?
try this...
OCL the "original" missile as above & give it a FireWeaponWhenDeadBehavior then add KillWhenRestingOnGround = Yes in it`s PhysicsBehavior

the missile will looked to be flying forward & hitground &detonate...unless it aimed upwards when the target dead..
dont forget the COLLIDEs
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Old 06-25-2006, 05:40 AM   #7 (permalink)
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Another try to explain myself ! This probably will be easier.

Adding - DetonateCallsKill = Yes
To WeaponObjects.ini
In the Patriot Missile code

Makes the patriot missiles detonate with a big cloud.
An hour ago I got it so the missiles detonate as a laser effect.
I don't know how.

Anyone?

Ok, after 1 hour of testing with 50+ startups for Zero Hour I almost have it. The "Laser effect" is done.

http://members.home.nl/ramon-hesseling/Laser_death.JPG

You see the brown things "in" the laser?
That's what I mean with flying projectiles, I don't want them appear..
But this is probably something difficult because it uses the detonation type like the Avenger does?

Hmm and another "problem" is.
When the Avenger disables a missile, a big cloud will still be produced, this is also with the Paladin tank. This is because DetonateCallsKill = Yes is added, so i'm going to try to remove it so it will be normal again
Ill update it in about 12 hours because I have drivers lessons and stuff like that.



I have it.
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