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Nuke missile animation
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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun Jun 05, 2005 11:56 am    Post subject:  Nuke missile animation Reply with quote  Mark this post and the followings unread

Launch anim and the descending anim. I post it here because I gave up and couldnt code it right.



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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jun 05, 2005 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love `em. They're great. Are they remapable? Or it's impossible?

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sun Jun 05, 2005 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

dude, the coding is really no problem... for flying up, just edit the first frames of PULSBALL and use the EMP cannon for the superweapon...

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun Jun 05, 2005 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know... i mean the descending.
i tried to copy the metlarge but the game crashed...

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sun Jun 05, 2005 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
; Falling Nuke Missile
[NUKEDOWN] ;use the one from RA2 or your own
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0  ;-50.0
ExpireAnim=NUKEANIM
Damage=5000000
DamageRadius=5000
Warhead=HE
IsMeteor=true
Spawns=SHOCKWAVE_HACK ;remember?
SpawnCount=600
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report=GAIRRAID ;use the one from RA2


[SHOCKWAVE_HACK]
Image=INVISO
Elasticity=0.0
MinZVel=10.0 ;40.0
MaxXYVel=170.0 ;130.0 ;18.0
ExpireAnim=ThisAnimDoesNotExist ;so its invisible when it impacts
Damage=45
DamageRadius=100
Warhead=HE ;TankOGas
;IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

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