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> Making a Vertical Nuke (like TD, RA1, RA2)
Bittah Commander
post Nov 5 2006, 04:00 PM
Post #1


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QUOTE ("Big Jah")
Recently I came up with idea on how to make vertical nuke using emp cannon. Beside all the new art and stuff you will need to:

1.
A. Make a new weapon with an invisible projectile like this one:

In Rules.ini
[NukeMissile]
Damage=1200 ; damage inflited. should be high for a nuke
ROF=1 ; rof doesnt matter
Speed=25 ; should be low for a delay between start and impact
Warhead=NukeWH ; create a new warhead
Projectile=NukeMissileP ; just copy AAHeatSeeker2
Range=250 ; needs to be long (nuke
MinimumRange=15 ; this may prevent you from blowing up your own base
Report=ICBM1
Bright=yes

B. Make this weapon have a muzzle flash of a missile flying up

Anim=XXX , well you'll have to create one (maybe I'll do it later)

C. Make a new falling meteor-type anim

In Art.ini

[NUKEIMPACT]
Image=NUKEDOWN ; you can just insert art from RA1 or RA2
Elasticity=0.0 ; you dont need this
MaxXYVel=0.0 ; you dont need this too -- missile is straight vertical
MinZVel=-50.0
ExpireAnim=NUKEANIM ; insert from RA2
Damage=5000000 ; Really high
Duration=70
DamageRadius=300
Warhead=TankOGas
IsMeteor=true
Spawns=SHOCKWAVE_HACK ;those who played RoTD know what I mean
SpawnCount=600
LoopStart=0 ;
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=METLTRAL
TrailerSeperation=1
Report=NukeSiren ; insert from RA2

E. Make the warhead of this weapon have this anim.
In Rules.ini
[NukeWH]
blah blah blah
AnimList=NUKEIMPACT

2.
A. Now go find your [NAPULS] section
B. Change the Primary= to the weapon you've just made
C. Here you go!

QUOTE ("SMIFFGIG")
QUOTE ("Big Jah")
Spawns=SHOCKWAVE_HACK ;those who played RoTD know what I mean

I havent play nor downloaded it
explain

It cant be an actual hack, but still im curious

QUOTE ("Big Jah")
[SHOCKWAVE_HACK]
Image=INVISO
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=NUKEBURN ;Actually equal to FIRE3, just more damaging
Damage=16
DamageRadius=100
Warhead=NukeWH
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

QUOTE ("Terghost")
You can also create new superweapons this way: Only for new sides though, as every side can have only 1:
Type=EmpSpecial (or whatever it is)

QUOTE ("Big Jah")
Yeah, also you could make the nuke have some EMP "damage" like a real nuke. Make the warhead have EMP shit, and leave real damage for anims....

QUOTE ("Big Jah")
I'm very sorry to dissapoint you, but I've failed. This was good only in theory... however not everything is yet lost. Firstly in-game test showed bad results at start -crash... Then I thought that I could make a typo somwhere in inis and didnt bother myself, just most of the stuff from RotD.

Generally I have 2 major problems:

1. Start. EMPulse superweapon doesnt seem to support muzzle anims => no acsending nuke? no!
However ascending missile could be done another way. I've noticed that even if I used completely another weapon for EMP building, the first few frames from pulsball.shp were played as if they were a muzzle anim - attached to turret!. So editing this frames might solve the problem...

2. Impact
Crashes when the meteor (missile) is supposed to strike... dunno maybe just some silly mistakes, I'll re-check it later...

QUOTE ("Terghost")
Just copy the meteor entry, give it the image of a missile, and you have a start...

Make the warhead have animlist=Youreditedmeteor


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