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> (***) How to make a working nuke in TS
Aztek985
post Oct 18 2006, 02:25 AM
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Originally posted by Worm4981:

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i know, there are several tuts about, but this one allows you to make a nuke EXACTLY like the one in RA2. even with the radiation effect smile.gif

you can also make it flying up like in RA2, but then youll get some serios bugs (AI wont use it, the flying up frames are limited to 4)
to do that, just edit the PULSBALL.shp to a flying up nuke and make the weapon based on the EMPulseSpecial.

here is the code (based on the normal multi misile)

Weapon:
CODE
[NukeMissile]
Damage=1
ROF=1;;doesnt matter
Range=999; must be high, if you use it with EMP cannon. and no, in this case 255 isnt the limit!
Projectile=NukeProj
Speed=30; for delay between launch and impact
Warhead=NUCLEARWH
Report=ICBM1 ;you need an sound if you use it with EMP cannon

[NukeProj]
Arm=2
High=yes
VeryHigh=yes
Shadow=no
Proximity=yes
AA=no
Image=None
ROT=4
Color=DarkGreen
IgnoresFirestorm=yes


Warhead:
CODE
[NUCLEARWH2]
Spread=1
Wall=no
Wood=no
Verses=1%,1%,1%,1%,1%  ;Just a dummy WH
Conventional=yes
Rocker=no
InfDeath=2
AnimList=NUKEDOWN    ;falling nuke missile
Deform=0%
Tiberium=no
Sparky=no
Bright=no
ProneDamage=1%    ;coz this is jut a dummy WH...


Art.ini

CODE
; falling nuke missile
[NUKEDOWN] ; use the one from RA2
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0 ;-50.0
ExpireAnim=NUKEBOMB; a fireball before the nuke explodes
Damage=5; should be 5 coz the explosion would cause the main damage.
DamageRadius=1
Warhead=AP
IsMeteor=true
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report=GAIRRAID; use the one from RA2

;nukebomb
[NUKEBOMB]
Image=NUKEBALL;use the one from RA2
Elasticity=0.0
MaxXYVel=0.5
MinZVel=0.5
ExpireAnim=NUKEFLASH;youll see what i mean :twisted:
Damage=20
DamageRadius=2000
Warhead=Meteorite
LoopStart=0
LoopEnd=18
LoopCount=1
RandomRate=520,600
DetailLevel=0
Bouncer=yes
Spawns=NUKEDEBRI;they will cause the ambient damage and the radiation field
SpawnCount=1500; more debris => more damage :twisted:

;nuke flash:
[NUKEFLASH] ;make a new animation (*)
Translucent=yes
Translucenty=75;or you wnt see anything
Next=NUKEANIM;use the one from RA2

;nuke anim:
[NUKEANIM]
UseNormalLight=yes
Spawns=NUKEDEBRI
SpawnCount=500 ;just a second shock wave...
Damage=5000000; really high
DamageRadius=9999;really high
Warhead=HE

;nuke debri:
[NUKEDEBRI]
Image=INVISO; or your PC would explode :wink:
Elasticity=0.0
MinZVel=16.0;40.0
MaxXYVel=140.0;130.0;18.0
ExpireAnim=RADFIELD; the radiation field :twisted:
Damage=35
DamageRadius=100
Warhead=HE
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

[RADFIELD] ; you wont see any anim, but if you move throgh this area your unit would be damaged.
Surface=yes
Flat=yes
LoopCount=999
Damage=0.3
Translucent=yes
DamageRadius=999
Rate=200


(*)
to make this animation, go to paint shop (or whatever youre using) and make a new image with the size 900 x 700 (bigger as the resolution youre using in game)

save it as nukeflash 0000.pcx and as nukeflsh 0001.pcx, go to xcc mixer, choose anim.pal and turn it into an anim.



i spended more than a week to code a really working nuke - here it is. if you look at my nuke screenies here you can see: it works fine!

im too lazy to upload the anims, if you really need em (means if you dont have RA2) ill upload them if you request it.


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Roani52
post Nov 25 2006, 02:27 PM
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I don't have TD, RA, or RA2. Only TS and FS.

This post has been edited by Roani52: Nov 25 2006, 02:27 PM


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