IPB

Welcome Guest ( Log In | Register )


> Meteor Storm Superweapon (**)
Nighthawk
post Oct 29 2006, 03:57 PM
Post #1


Disc Thrower
Group Icon

Group: Members
Posts: 98
Joined: 21-October 06
From: Northern Ireland
Member No.: 42
Alliance: GDI
Favorite game: Tiberian Sun



Before you do anything, read this important note:
First of all, you can keep the EMP superweapon, but it is preferable you don't as you will have an EMP SW which uses a Meteor Storm Icon, also I will be replacing the EMP Weapon on the Cannon with the Meteor Storm weapon, you can create this on a new building if you want but it is recommended you don't.

Resources Needed:
*(Optional) A cameo for the meteor storm SW - there is already one in the game files so this is not entirely necessary
*(Optional) A building for your superweapon - again this is not completely necessary as you can replace the weapon on the EMP cannon.

Method:
NOTE: All comments on each tag (text after the ';') can still be added to the rules file as the game does not read anything after a semicolon.

1. Open art.ini and find [METLARGE], [METSMALL] and [METDEBRI]
Change the Damage= line to something more substantial, I used 120 for the large meteor and 50 for the small meteor. Give the debris a damage of 10. The current damage level means ANYTHING will be destroyed by a meteor impact.

2. Open rules.ini and find [EMPulseSpecial], this is the EMP superweapon that we will be converting.

3. Now edit the tags on the EMP SW to the following:
NOTE: I have only included relevant tags that need changing, you can change the voices if you want.

CODE
[EMPulseSpecial]
Name=Meteor Storm;name shown on icon
RechargeTime=7      ;time before SW is ready (in mins)
SidebarImage=METRICON;the game's Meteor Storm Icon


4. Now go to the Weapon Statistics area and add this code
CODE
; meteor storm superweapon trigger
[MeteorStormSW]
Damage=1            ;needs to be 1
ROF=60              ;irrelevant
Range=600        ;needs to be 600 or some other high value
Speed=100        ;needs to be 100 (meteors will attack instantly)
Warhead=MeteorStormWH
Report=none         ;no firing sound
Projectile=MeteorStormP


5. And in the Projectiles area add this:
CODE
; meteor storm 'projectile' (controls. no of meteors)
[MeteorStormP]
Inviso=yes          ;so you can't see the trigger
Image=none          ;again, so you can't see the trigger
Cluster=5        ;this tag is very important as it controls the no. of meteors that will fall
IgnoresFirestorm=yes
Proximity=yes


6. Now add xx=MeteorStormWH to the [Warheads] list (where xx is the next free number). Then in the Warheads area add this code:
CODE
; warhead that spawns the meteors
[MeteorStormWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ;so the trigger doesn't damage anything
AnimList=METLARGE,METSMALL              ;the meteors themselves
ProneDamage=0%                          ;see verses tag comment


7. Now just find the building you want to add it to. If you can't be bothered, just leave it on the EMP Cannon building [NAPULS]

8. Also, change the EMP Cannon's (or whatever building you added it to) Primary= to MeteorStormSW.

You're finished:
Congratulations you have now added a Meteor Storm superweapon to TS. Also, the comments (the text after the semicolons) that I've added to the code can be deleted, they aren't necessary, they're just to tell anyone who doesn't know what the tags mean what they are and what they do.

This post has been edited by Nighthawk: Nov 5 2006, 12:22 PM


--------------------


Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Scorch
post Jan 24 2008, 11:27 PM
Post #2


Commando
Group Icon

Group: Members
Posts: 519
Joined: 4-January 08
From: New home -_-
Member No.: 1,092
Alliance: GDI
Favorite game: Tiberian Sun



Ahh thanks. I've been using SE2K because I'm quite new to modding. This should really help.

Okay, I havent seen these art .ini things, so do I have to make them myself? (Again, I've been using SE2K, so I don't think I'll be able to add these, every time I try to do something it just gets deleted, or moved so that I can't find them).

Will this just be a weapon or will it replace the EMP Cannon?

Can I changed the TiberiumSpawmType= to 1, which is Cruentus? (I changed it to red, that's why I want it).

METEORDOWNSML you say is not used for the MeteorCannon; why is it in the animations for MeteorCannon? Will it be an animation?

This post has been edited by Scorch: Jan 24 2008, 11:47 PM
Go to the top of the page
 
: | +Quote Post
Lin Kuei Ominae
post Jan 25 2008, 01:20 PM
Post #3


Stealth Tank
Group Icon

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



1. Don't use SE2K or any other editor! Change the inis manually with a text editor (like notepad).
Editors are crap and mess up the inis and you haven't by far the control of all possible things that you have with a simple text editor.

2. These are new entries. Add them manually to art.ini. Again don't use SE2K for this and any other stuff.

3. If you Change Primary=EMPulseWeapon to Primary=MeteorLauncher you can't use the EM cannon anymore. If you launch the empulse superweapon the meteor strike will appear instead.

4. TiberiumSpawnType=1 doesn't work. We are here in art.ini and there you have to define the type of tiberiumoverlay you want to spawn.
e.g. TiberiumSpawnType=TIB01 for green; TIB2_01 for blue; TIB3_01 for Red

What you mean is TiberiumToSpawn and that works only in rules.ini on TerrainTypes like TibTrees or the BigBlue crystal.

5. METEORDOWNSML is just a leftover from my testing phase, where i tried to make the meteor cannon work. I still left it in the code because i planned to implement it again in the meteor cannon, so that there will be different types of meteors coming down and not only big ones.

This post has been edited by Lin Kuei Ominae: Jan 25 2008, 01:20 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
: | +Quote Post



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 5th July 2025 - 10:25 AM


XGhozt.com