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Howto use the ICBM as deployable SW-Missle Launcher (*)
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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sat Aug 11, 2012 10:08 pm    Post subject:  Howto use the ICBM as deployable SW-Missle Launcher (*)
Subject description: it works =)
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Hi it is my first tutorial. so im keeping it simple. You know in one SP-mission in TS/FS you must destroy the ICBM-Launchers thats fireing a Missle. In this case (it worse Yesterday Night xD) im got an Idea to remove the Nod Missle Silo and replace with an deployed ICBM-Launcher

To get the "new" Mobile Missle Launcher to work you have to assign the
SW-Flags from the missle Silo to the (Deployed) ICBM-Launcher

Code:

NukeSilo=yes
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial


So now the launcher can Firing the Missles, but we cant build this nice Toy =) In this Case we must make them buildable... but we must pay attention to the GDI (so we should make the SW-Launcher balanced) -> *

Code:

[GAICBM]
Name=Missle Launcher
TechLevel=-1
Strength=1010
Points=50
Power=0
Armor=wood
ICBMLauncher=yes
NukeSilo=yes
SuperWeapon=MultiSpecial ; the Clustermissle
SuperWeapon2=ChemicalSpecial ; chemical-Missle
Prerequisite=NAWEAP,NATECH,RADAR
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
;UndeploysInto=ICBM ; *: to get an balance between the Sites
BaseNormal=no
ThreatPosed=30   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
TogglePower=no


so thats the first part now the vehicle that has changed to this:

Code:

; ICBM launcher
[ICBM]
Name=Missle Launcher
Category=Support
Prerequisite=FACTORY,RADAR,NATECH
Strength=1000
Armor=heavy
TechLevel=10
Sight=7
Speed=4
Owner=Nod
AllowedToStartInMultiplayer=no
Turret=no
Cost=6000
Points=30
ROT=5
DeploysInto=GAICBM
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=4.0
BuildLimit=1
MovementZone=Crusher
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DebrisTypes=TIRE
DebrisMaximums=4
ZFudgeColumn=18
ZFudgeTunnel=18


In this situation you can deploy the missle launcher anywhere on the map but not undeploy it Smile you should also disaple the Nod Missle Silo

Im hope its a litte good howto (or idea) and anyone is using this (little nice vehicle / Structure)


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Aug 11, 2012 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

well realistic ICBM's were used to launch rockets in space
onto space station Philadelphia and not to bases

and the 2nd thing would be, why use this method at all,
the last (and only) Nod mission where you get this unit would probably
break some things with map/mission
and skirmish is about bases so you already have missile silo

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sat Aug 11, 2012 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes in the last mission of Nod the launcher is firing the Multimissle... :/

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Aug 11, 2012 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

MrTweek wrote:
but it firing the multimissle, as you can See in your rules.ini, there is an superweapon-flag for multimissle...


you can do this for any structure

up to 20 and some times if I recall correctly

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