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DeeZire Online > Editing Community > Map Authoring » Particle Cannon Prob

Map Authoring Any map making or authoring related topics for C&C or BFME games go here.

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Old 06-03-2004, 02:17 PM   #1 (permalink)
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Default Particle Cannon Prob

I have tried out making the particle cannon auto fire on a waypoint and was succesfull. What I would like to know is if it is possible to make it follow a set of waypoints or rotate the fire so it makes the z at a different rotation.

Also instead of starting a new thread I will ask it here. How on earth do you got the dam inferno cannons and Nuke cannons to auto fire on enemys in shell maps like th etomahalks did on the origional shell map.
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Old 06-17-2004, 04:20 PM   #2 (permalink)
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I've done some digging, and the scripts you want are under 'UNUSED', sub-directory 'units'. An example of the script is:

Unit 'Particle cannon #1' fire waypoint-weapon following waypoints starting at Waypoint Path 'PC fire path'.

with the unit name/waypoint path being whatever you call them. That should work (though I haven't tested them yet)

As for the tomahawks thing, I suspect they used some script to make them attack the scorpions as they approach rather than have them on auto guard. I'll go check it out and get back to you

*edit - dang, I've gone and bumped an old topic Ah well...
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Old 06-20-2004, 09:09 AM   #3 (permalink)
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I got the the inferno cannons and Nuke cannons to work a bit like I wanted by putting them on the team tomahawks but they move all over the place and the nuke cannon does not get a chance to fire so can you have it so it is always deployed in a certain point from when you load up the game. Also I found no scripts related to the tomahawks but I am going to look again.
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