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The Fish
Firstly, sorry if this is in the wrong place.

Ok: could someone please make a unit - or link me to a similar one that already exists - which conforms to the following description?
  • The range of a Nod artillery (so with minimum range etc. you'll see why later)
  • BUT mobile (doesn't need to be deployed to fire)
  • Quite low rate of fire
  • Fires projectile that kills infantry immediately and heavily damages tanks (or is just very strong) but also causes a splash EMP effect (obviously the range of effect of the EMP must be smaller than the tank's minimum range of fire so it can't EMP itself - this is why I want it to have a minimum range, annoying as such limitations are)


Is it possible/feasible/worth doing (lol)?

Thanks for reading anyway. I just thought EMP was underused!
Team Black
I'd think a cannon like this would be a ton unbalanced; the EMP would shut everything down, and kill it without resistance.
Put TypeImmune=yes to be able to repel friendlies of its own kind
The rest isn't a unit, it's a weapon entry. Give it to whichever unit you want by using the Primary= tag.
Primary=Emp155mm

without testing, this is what I came up with. Basically, I cloned the exsisting artillery weapon, and made a new warhead for it, with EMeffect.
You'll have to test it, I'm feeling lazy right now :tongue:
If the game crashes when the weapon is fired, then I must've done something wrong wacko.gif
CODE
[Emp155mm]
Damage=50
ROF=150
Range=7
MinimumRange=5
Projectile=Ballistic
Speed=10
Warhead=EMPHE
Report=120MMF
Anim=GUNFIRE
;Lobber=yes


[EMPHE]
Spread=3
EMEffect=yes
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28%  ; changed conc from 10%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70%
Sir Modsalot
You can't damage and EMP at the same time without special animation sequences/settings afaik... concerning EMP weapons, the damage setting determines how long the EMP effect lasts.
Team Black
ah, true

Perhaps make 2 weapons and use the cyborg reaper logic, to shoot the EMP first and then pound it with shells
The Fish
.... .... awesome. I read the tutorial titled " (**) Rules.ini editing fo those who just don't get it" but I still don't get it. Could you tell me exactly what I have to do for now? Thanks + sorry. I'm attempting to learn but I'm a tad slow.
Team Black
sure thing!

as soon as i can, I'll put something together for ya
(puts on to-do list)
The Fish
Thanks!
Blacksilence
EMP with damage, do it is unbalanced sh*t but it works
this is for shuting down the vechile


[Emp missile]
Damage=1000
ROF=320
Range=20
Burst=6
Projectile=AAHeatSeeker5
Speed=30
Warhead=EMPWH
Report=HOVRMIS1
MinimumRange=2
Bright=yes


[EMPWH]
Spread=0
Verses=5%,40%,80%,100%,100%
InfDeath=5
Tiberium=no
ProneDamage=6%
Sparky=no
EMEffect=yes
AnimList=EMPDAMAGE





then in art.ini you put this, this is for the damage

[EMPDAMAGE]
Image=120mm
Normalized=yes
Surface=yes
Translucent=yes
Warhead=EMPDAMAGEWH
UseNormalLight=yes
Damage=100
DamageRadius=1

[EMPDAMAGEWH]
Spread=1
Verses=0%,20%,80%,100%,100%
InfDeath=5
Tiberium=no
ProneDamage=0%
Sparky=no



hell yeah it works
The DvD
Exactly, you make the anim deal the damage wink1.gif
The Fish
Awesome. DvD, does that ":wink:" mean it doesn't work?
Blacksilence
hehe i have coded it, and yes it works
Team Black
I don't think I've seen DVD make a post without a wink1.gif in it XD
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