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


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Aztek985
post Nov 4 2006, 03:56 PM
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How many stars is this rated?


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Nighthawk
post Nov 5 2006, 12:21 PM
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I'd say about 2. I'll edit the title now.


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Scorch
post Jan 23 2008, 10:41 PM
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Arrgh! I'm sure this has happened to you or someone else before, but please help me?

I tried making the new weapon, but when I tried to load up skirmish, it said there was an error and Tib Sun needed to close down. I tried to fix the superweapon by fiddling with it, but that didn't work. Then i tried different maps, and campaign, but the same error occurs. Could you help me?
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Lin Kuei Ominae
post Jan 23 2008, 11:28 PM
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do you copied the code from here? There seem to be some errors in it.
1. In TS the verses key has only 5 values
change in the warhead verses=1%,1%,1%,1%,1%
1% because you couldn't fire it upon an enemy unit or building with 0%.
2. the Range=600 key in the weapon could be too high. I don't know if there is a max value, but i wouldn't use a value higher than 250.
3. remove the Cluster key in the projectile or add an AirburstWeapon. This is imo the main error causing the crash.

if you want a working code you can try mine tongue.gif
However it needs changes in art.ini too.
art.ini
CODE
; Starts Meteorshower
[METEORSTATEINIT]
Image=NONE
Elasticity=0.0
MaxXYVel=1.0
MinZVel=1.0
ExpireAnim=RING1
Damage=0
DamageRadius=0
Warhead=Meteorite
Spawns=METEORSTATESPREAD
SpawnCount=5
LoopStart=0
LoopEnd=8
LoopCount=0
Rate=0
DetailLevel=0
RandomRate=0,0
Bouncer=yes

[METEORSTATESPREAD]
Image=NONE
Elasticity=0.0
MinZVel=20.0
MaxXYVel=40.0
ExpireAnim=RING
Damage=0
DamageRadius=0
Warhead=Meteorite
Spawns=METEORDOWNBIG
SpawnCount=1
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

; Larger meteor
[METEORDOWNBIG]
Image=METLARGE
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=100
DamageRadius=300
Warhead=METEORWH
IsMeteor=true
Spawns=METEORSPLIT
SpawnCount=4
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1
IsTiberium=true
TiberiumSpreadRadius=5
TiberiumSpawnType=TIB2_01

; Small meteor
[METEORDOWNSML];not used for Meteorcannon
Image=METSMALL
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT100
Damage=50
DamageRadius=300
Warhead=METEORWH
IsMeteor=true
IsTiberium=true
Spawns=METEORSPLIT
SpawnCount=2
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=METSTRAL
TrailerSeperation=1
Report=METEOR2

; Meteor impact debris
[METEORSPLIT]
Image=METDEBRI
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT070
Damage=40
DamageRadius=100
Warhead=METEORWH
IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
;TiberiumRadius=1
TiberiumSpawnType=TIB01
Report=METHIT1


rules.ini
adding new anims to the Animations section can cause errors if you forgot to add the firestorm anims first. Take a look here for a tutorial how to start modding with TS and FS.

add MeteorLauncher to the unit or building that should fire the meteorcannon. (or replace the weapon of the EM-Pulse building)
CODE
[Animations]
819=METEORSTATEINIT;Starts Meteorshower
820=METEORSTATESPREAD;dummy anim for meteor spread
821=METEORDOWNBIG;big meteor
822=METEORDOWNSML;not used
823=METEORSPLIT;some debris from the meteors

[Warheads]
36=MeteorWH

[MeteorLauncher]
Damage=5
ROF=300
Speed=100
Range=30
MinimumRange=6
Projectile=Invisible
Warhead=MeteorWH
Lobber=no
Report=klax1

;Warheads
[MeteorWH]
Spread=1024
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28%
Conventional=no
Rocker=yes
InfDeath=2
AnimList=METEORSTATEINIT
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=200%


This post has been edited by Lin Kuei Ominae: Jan 23 2008, 11:47 PM


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Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
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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.
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Scorch
post Jan 24 2008, 11:27 PM
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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
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Lin Kuei Ominae
post Jan 25 2008, 01:20 PM
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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.
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Scorch
post Jan 25 2008, 10:43 PM
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Oh okay.

Iv'e extracted rules .ini with XCC, and I've made changes, how can I apply them? If you could tell me, I can do art .ini too...
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Lin Kuei Ominae
post Jan 25 2008, 11:25 PM
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just place the inis in your tibsun directory. (there where your game.exe is placed too)
for art.ini do the same. extract it, modify it and place it in the tibsun directory.

For further information you can read the tutorial: Getting started with Tiberian Sun modding.

This post has been edited by Lin Kuei Ominae: Jan 25 2008, 11:26 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.
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Scorch
post Jan 26 2008, 12:41 AM
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Thanks dance.gif
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Scorch
post Jan 26 2008, 01:48 AM
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Err, main game dirctory? That's SUN, right? After I installed Firestorm, I couldn't find SUN anywhere. I tried making a MIX file, but I don't know what the main game directory is...
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Aro
post Jan 27 2008, 02:20 AM
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Use the search function on your computer.

Start Menu >>> Search >>> Folders and Files >>> Type In SUN.

How exactly did you manage to lose your directory? When FireStorm is installed, SUN should remain in the WestWood folder.


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Scorch
post Jan 27 2008, 02:26 AM
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Oh yeah, I've tried this before, it says it doesn't exist or something, but I remember it wouldn't come up.

I swear I never did anything to it, it just vanished?

This post has been edited by Scorch: Jan 27 2008, 02:27 AM
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