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Junior Member
Join Date: Jul 2004
Posts: 16
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ok sorry for the delay, but here is what i did.
all i had to do was replace the warhead tag (its up the top of rules somewhere) and put the following instead...
LightningWarhead=NUKE
This meant that every time a lightning bolt would strike, it would have the power of a nuclear bomb.
This makes the game a little too easy for some people so you might want to try changing the recharge time, or clone the weather storm weapon so there are two...(the weather controller would have the normal powered one and a building of your choice could have the super powered one) but since i dont know how to do this you could do what i did and change the settings for the nuclear silo so the prerequisits are just TECH,CNST so that any side can build it and then change the controller prerequisits to GACNST,NACNST so that people can only build the weather control if they are in position of both an allied and a soviet construction yard.
This removes any problems with the AI building superweapons etc.
these are the settings that i had for the controller and the nuke...
;Weather Control Device
[GAWEAT]
UIName=Name:GAWEAT
Name=Weather Controller
Image=GAWETH ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=NACNST,GACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
SuperWeapon=LightningStormSpecial
Nominal=yes
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DB RIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7
; Soviet Nuclear Missile
[NAMISL]
UIName=Name:NAMISL
Name=Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=MultiSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=TECH,CNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbr is7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10 sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
if anyone has a better way please post it here.
hope this helps.
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