Well you seem to be an expert at this superweapon thing, so tell me something before I go screw my TS game up, this has to do with the drop pods, if I were to change the drop pod locomotor to that of a normal aircraft fly locomotor (EX: Orca Fighter Locomotor), will that give me an airstrike SW , just going to mess with the idea and see what happens QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Dec 10, 2002 2:42 am Post subject:
Sincerily... I've never tried that, but I think that it will give you some trouble like internal error, because the fly locomotor sorta starts in the ground to go to the air (droppod does the inverse)... QUICK_EDIT
I have another wild idea, theres really not a whole lot you can do with the EMP SW right?, but I thought maybe you could replace the EMP cannons image with that of a missile silo, like the one from the first Red Alert, you know how the cannon raises a little before it fires the blast, have the silo door slide back then watch the missile fly out of it, you would have to replace the image of the EMP projectile with a missile . I was just wondering, would there be anyway to make the EMP blast destroy units & structures instead of just disabling them. One more thought, was the EMP weapon once the old nuke from RA? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 12, 2002 2:40 am Post subject:
If you change the primary weapon of your EMP Cannon building, it will fire the weapon you've put there... btw, the Advanced Tech Center is a forum about researches and you're writting moding q's, so I'm splitting this topic and moving it to its proper forum. QUICK_EDIT
You can't make the EMP blast actually destroy anything unless you create a whole new weapon for the EMP cannon. The EMP logic uses the damage allocated to the weapon as the duration of the EMP effect, it doesn't do actual damage. In order to make the EMP damage stuff, you'd have to make a new weapon with the same animations but with a different warhead (or alternatively just edit the existing weapon) QUICK_EDIT
I replaced the EMP weapon with a new nuclear missile, very basic editing I thought, all I did was replace some of the images for the cannon itself and the projectile, warhead and such, but it DOESN'T WANT TO WORK, WTF, heres all my codes:
Just before the weapon fires, the game freezes and then just cuts off completely and takes me back to the desktop, look very closely at my code, and tell me if Im doing anything wrong here because frankly I don't see why it shouldn't work QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Dec 17, 2002 2:30 am Post subject:
ICBM is a name already used in the game. Try renaming that. Also, the special weapons part doesnt need to be changed. Also, keep the ROT line in your building...I think this might help... QUICK_EDIT
I HATE Trial and Error, too impatient, anyway I got the missile to fire, but when it airburst I get that annoying "Internal Error" message "BS" will the game not take a different type of cluster missile weapon, Im not trying to create a new SW, since its impossible to do so. heres my code once again:
Keep in mind that I tested the same thing on the MultiMissile weapon itself, projectile and warhead everything and didn't have any problems there, it actually looked almost exactly like the same as how the RA1 nuke explosion looked except for the airburst thing. what Im trying to do is is make the multimissile comepletely separate from my MultiNuke cluster weapon, so that Nod can keep their MultiMissile and ChemMissile, and GDI has a bad ass Nuclear weapon, SO WHY WON'T MINE WORK <can you tell how mad Im getting
I know all this may sound newbish and believe me Im trying my best to figure this out on my own all I need is a little push in the right direction QUICK_EDIT
I 'spose its hardcoded not 2 use airburst. Just make a simple nuke (not cluster). This will work, I promise _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
This might be a very stupid question but have you given your NukeCluster weapon to a unit. Check the [WEEDGUY] entry in the rules.ini for details. QUICK_EDIT
HELL F***** YEAH Finally got a true ThermoNuclear Weapon to work in Tiberian Sun, except for being an airburst weapon, It works in every way it did in the origional RA and C&C TD, the collateral damage, everything, then again thats how todays nuclear weapons work, they airburst over their designated targets QUICK_EDIT
Flies to the target like a multi or chem missile, I may be mistaken but I think I once came across a german TS mod that had a super weapon with a missile that shot strait up then down like in RA. Seems these foreign mod makers know how to make really good mods. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 18, 2002 7:38 pm Post subject:
Hey guys, in my superweapon test, I made a Banshee´s Meta Bomb, which is a plasma with 2 airbust weapons. It worked, however, I had 9 of these in my recent tests... I used a new infantry (clone of WEEDGUY) which I called BANWEED. So, I´m just saying that you dont need to screw your weedguy and be limited into only one airburst. All you need is to know how to apply it and have the number of clusters you want. My meta-bomb slowed down the game a lot ...(Duron 950Mhz in about 3fps) QUICK_EDIT
BANWEED, sounds like something I smoked at party one night , anyway thats beside the point, I did the same exact thing for my nuke, created another place holder unit, (WEEDGUY2) now Nod retains their origional multi and chemical SW's and GDI now has their very own nuclear SW, at the cost of the EMP SW, but I never used it anyway. Im still going to see if I can get an airstrike superweapon using the droppod Special, more than likely like you said Im probably going to get an internal error but its worth a shot. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 19, 2002 1:07 pm Post subject:
There´s a high chance of working...it really seems to be possible... Reduce the infantry that comes with DropPod to 0, improve the crappy weapon used on it and you may have a start... QUICK_EDIT
I was thinking if I were to replace the Droppod Locomotor with the normal fly locomotor and change the tag "landable=" to no it might work. Im going to try it now. QUICK_EDIT
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