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How to create Generals' SCUD Storm-like SW in Ares?
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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Dec 07, 2012 8:00 pm    Post subject:  How to create Generals' SCUD Storm-like SW in Ares?
Subject description: Please help me, comrades
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Good day, modders. I am new here. I want to create a mod for YR with the Yuri side changed to Arabs. And I have an idea. The idea is to create a SCUD Storm-like superweapon. How do you think can I make it using the Type=LightningStorm?

PS: Sorry for my very, VERY poor English. #Tongue

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Dec 07, 2012 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would be messy.

You would first have to set clouds to a huge number then create an fall anim for the bolt. And even then, you can't do anything that the bolt instahits. Tho maybe if you set clouds to a small-height, use the fallanim as cloudanim, and INVISO as bolt, you might can sync the hit with the actual falling.

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Astral
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Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Dec 07, 2012 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok...

May the Scud-storm SW logic be added to Ares 0.3?

I really need it.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Dec 07, 2012 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not needed, actually.

hint hint: use meteors as anims :hint hint

#Tongue

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Dec 07, 2012 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

What the METEORS anims? #Tongue

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Dec 07, 2012 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was more thinking of cooking up something upon that Kenosis-Gangster Nuke SW thingie... but haven't got there yet. That might work with Inaccurate=yes, and Burst=9. #Tongue

Otherwise indeed, I don't think Scud Storm should be coded into Ares as an explicit feature.

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Astral
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Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Dec 07, 2012 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I forgot about one important thing. The custom RadEruption or something on its warhead. I know that some guys tried to make Napalm as a custom radiation effect, but the area was coloured green when the warhead was fired.
Can I realize few custom different-coloured radiation effects on Ares?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Dec 07, 2012 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Custom Rads are not implemented within Ares.

The bug you mention (rad colors gets ignored on snow) will be fixed in 0.3.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Dec 07, 2012 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah sadly that custom radiation is not implemented in Ares yet, and I am sure it existed in some Rock/Npatch. I used to create two radiations, one original green for toxin and yellow for radiation.
Graion Dilach, maybe adding RadColor=R,G,B to weapon with RadLevel= tag should help visually in some further version of Ares. or its time for my lazy ass once for all to go to blueprints and write request.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Dec 07, 2012 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a request already for that.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Dec 08, 2012 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I have an interesting concept for Scud launcher. And I know it works. However it is complicated to implement.

Use Unit delivery SW for the scud launcher.

This buildings will deliver 9 different buildings.

Each of these buildings will deliver a build up animation of a missile falling from sky, the animation for building will be a dummy with no image, and have an active animation of a missile smashing into ground. "this active animation will play for a second before the bomb detonates.

Now create 9 identical 1x1 or 2x2 or 3x3 or 4x4* buildings in code, "it can also allow for a larger impact zone." The larger sizes will insure the buildings are spread further apart in enemy base. "To increase further spread make the initial SW only target buildings." Each has its own clone version of Generic SW. This sw will fire after .001 game mins or 1 frame. This Generic SW will instantly destroy the Missile building, and deliver the SW damage per missile. The building will not be a legal target and be invulnerable"ares custom armor type" and insignificant. Further you can add a deathweapon to building to create a shake and ripple effect for the missile or missile debris.

If you need a demonstration or help coding it let me know should you choose to use it.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Dec 08, 2012 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't forget to add in PlaceAnywhere Flag on the Dummy Buildings. Razz

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sat Dec 08, 2012 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
I have an interesting concept for Scud launcher. And I know it works. However it is complicated to implement.

If you need a demonstration or help coding it let me know should you choose to use it.


Demonstration? Ok, show me your code and how it works in game.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Dec 08, 2012 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't it a problem, firing it into a base, where delivering a building would either: A) Have no spot to be placed or B) instakill infantry with crushing animation instead of desired animation.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 08, 2012 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

AtomicNoodles wrote:
Don't forget to add in PlaceAnywhere Flag on the Dummy Buildings.


I know Ive been away for awhile and dont have time to look at the disassembly, but going by my "horrible" memory isnt PlaceAnywhere= a non-working tag?

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Dec 08, 2012 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Dec 09, 2012 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Well after someone "Astral" asked me for a demonstration I decided to do just that.

[youtube]http://www.youtube.com/watch?v=JsDsIg3XmdU&feature=youtu.be[/youtube]

Here's the code for anyone who wants to implement this in their mod. It's my Deliver SW version of the Scud launcher.

Feel free to tweak it, and adjust and make your own animations etc to compliment it.

Code:
Artmd.ini

[SCUDMISS]
Image=INVISO
remappable=no
Foundation=2x2;Tweak this to spread the Bombs out, placeanywhere is useless.
Height=-999999999
Buildup=nukdnmk
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no

Rulesmd.ini

[BuildingTypes]
819=SCUDENTRY1
820=SCUDENTRY2
821=SCUDENTRY3
822=SCUDENTRY4
823=SCUDENTRY5
824=SCUDENTRY6
825=SCUDENTRY7
826=SCUDENTRY8
827=SCUDENTRY9
828=ScudBase

[ScudBase]
SuperWeapon=SCUDSPECIAL


[SCUDENTRY1]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile1
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile1
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=no
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=2
MinDebris=1
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL1
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY2]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile2
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL2
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY3]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile3
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL3
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY4]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile4
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL4
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY5]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile5
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL5
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY6]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile6
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL6
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY7]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile7
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL7
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY8]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile8
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL8
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY9]
Image=SCUDMISS
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile9
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL9
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[ScudPayload]
Damage=500
Range=30
Projectile=Invisible
Speed=10
Warhead=SCUDDESTRUCT

[SuperWeaponTypes]
90=SCUDSPECIAL1
91=SCUDSPECIAL2
92=SCUDSPECIAL3
93=SCUDSPECIAL4
94=SCUDSPECIAL5
95=SCUDSPECIAL6
96=SCUDSPECIAL7
97=SCUDSPECIAL8
98=SCUDSPECIAL9
99=SCUDSPECIAL

[SCUDSPECIAL]
UIName=NOSTR:Scud Storm
Name=Scud Storm
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=1
Type=UnitDelivery
Action=UnitDelivery
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=0
SW.AffectsHouse=all
SW.RequiresTarget=land,buildings
SW.ShowCameo=yes
SidebarImage=NukeIcon
SW.FireIntoShroud=no
SW.RequiresTarget=land
SW.AITargeting=None
Deliver.Types=SCUDENTRY1,SCUDENTRY2,SCUDENTRY3,SCUDENTRY4,SCUDENTRY5,SCUDENTRY6,SCUDENTRY7,SCUDENTRY8,SCUDENTRY9
SW.Deliver=SCUDENTRY1,SCUDENTRY2,SCUDENTRY3,SCUDENTRY4,SCUDENTRY5,SCUDENTRY6,SCUDENTRY7,SCUDENTRY8,SCUDENTRY9
Deliver.Buildups=yes;no;yes;will be Missiles falling.
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12
SW.ActivationSound=Dummy
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
Message.Ready=NOSTR:Scud Storm Ready
Message.Launch=NOSTR:Scuds Launched
Message.FirerColor=yes

[SCUDSPECIAL1]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.001
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL2]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.002
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL3]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.003
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL4]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.004
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL5]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.005
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL6]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.006
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL7]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.007
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL8]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.008
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[SCUDSPECIAL9]
UIName=NOSTR:Scud Denonation
Name=Scud
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.009
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=500
SW.Warhead=SCUDDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes

[Warheads]
192=SCUDDESTRUCT

[SCUDDESTRUCT]
Wall=yes
Wood=no
CellSpread=5
PercentAtMax=0.5
Verses=50%,40%,30%,70%,60%,50%,80%,30%,50%,40%,40%
InfDeath=5
Bright=no
Versus.DROPPODArmor=5000%
AnimList=NUKEANIM


Nuke Down shp I got from here from PPM user JAH!
http://www.ppmsite.com/forum/viewtopic.php?t=7592

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Dec 09, 2012 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

You could instead of just making one building make up to how many scud missiles you supposedly need. With each new one having a longer build up. I'm assuming DeliverySW delivers the TechnoType in which order you put it up so that might also help if you still want it to use PlaceAnywhere Flag.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Dec 09, 2012 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

PlaceAnywhere tag on buildings causes all buildings to be delivered in the same exact cell with no spread. Buildings and their build ups are all delivered at the same time, but the buildings need to be "detonated" either with delayed SW's as I have done or deathweapons on buildings if destroyed by other scuds, which I have also done. Two or more auto fire SW's cannot fire in the same frame, it causes a glitch.

Yes your right, multiple different building sizes "impact zones", and buildups "Missiles" can be used to create various missile delays and sizes etc. If a buildup delay is not enough you could also have each missile spawn the next missile with a delay, so:

SW A shoots Building A.
Building A Shoots Building B with slight delay, then Uses SW Detotnation A.
Building B shoot Building C with slight delay, ETC....

Also with this logic you could do this:

SW A shoot Building A.
Building A Spawns a Nuke type SW, Secondary SW spawns building B and uses it's SW animation to destroy itself.

Now building B just repeats what A did till the amount of missiles adds up to the value you want.

In effect a Delayed Nuke/Scud Bombardment.

Of course these other 2 methods require twice the amount of work, due to more SW's being used.

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sun Dec 09, 2012 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, it works with Deliver. But I think Type=LightningStorm looks much better. If I have time, I'll experiment with it.

So, when the SCUD-Storm will work with Type=LightningStorm correctly, I'll publish the code for it. #Tongue

Sorry for my poor English.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Dec 09, 2012 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Astral, who is supposed in your mod to have Scud Storms? Soviet, Allied, Yuri or someone else?

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sun Dec 09, 2012 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I shall change Yuri to an "Arabic Coalition" or smth. And the SCUD-Storm is Arabs' superweapon. Like in Generals

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sun Dec 09, 2012 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, another question. Can I 'ADD' new resource type in YR excepting standard ore and minerals? If no, were there any requests for additional resource types in Ares?

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Sun Dec 09, 2012 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

not that I knew RA2 modding, but is it really all that difficult to get some nukes fall from the sky? I'd try the Drop Pods.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 09, 2012 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Astral wrote:
Oh, another question. Can I 'ADD' new resource type in YR excepting standard ore and minerals? If no, were there any requests for additional resource types in Ares?


The 3rd and 4th ore also there. Tho on some maps WW put third ore instead of first one. 4th is entirely unused.

also, Laughing on Nero.

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Mon Dec 10, 2012 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does the FinalAlert 2 place 1st and 3rd ore together, or only 1st?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Dec 10, 2012 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remember that these resources still must be harvested traditionally like other resources.

Personally I'd probably make them into Oil Spills & Scrap Metal (From Vehicles)

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Dec 10, 2012 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Astral wrote:
Does the FinalAlert 2 place 1st and 3rd ore together, or only 1st?


No.

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Dec 14, 2012 3:38 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Well, I have made something like this.
Code:
;SCUD Storm SW (lightstorm)

[Animations]
1072=SCUDDN

[BuildingTypes]
829=ScudStorm

 [ScudStorm]
UIName=NOSTR:Scud Storm
Name=Scud Storm
Image=GAWETH
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Nominal=yes
ThreatPosed=1
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7
SuperWeapon=SCUD_STORM

 [SuperWeaponTypes]
100=SCUD_STORM

 [SCUD_STORM]
 UIName=NOSTR:Scud Storm
 Name=Scud Storm
 IsPowered=true
 RechargeVoice=
 ChargingVoice=
 ImpatientVoice=
 SuspendVoice=
 RechargeTime=10
 Type=LightningStorm
 Action=LightningStorm
 ShowTimer=yes
 DisableableFromShell=yes
 FlashSidebarTabFrames=120
 SW.Range=7.5
 SW.AffectsHouse=all
 SW.RequiresTarget=land,water
 SW.ShowCameo=yes
 SidebarImage=NukeIcon
 SW.FireIntoShroud=yes 
 SW.AITargeting=Nuke
 SW.Deferment=120
 Cursor.Frame=347
 Cursor.Count=4
 Cursor.Interval=4
 Cursor.MiniFrame=480
 Cursor.MiniCount=7
 Cursor.MiniInterval=5
 NoCursor.Frame=384
 NoCursor.Count=1
 NoCursor.Interval=12
 NoCursor.MiniFrame=52
 NoCursor.MiniCount=1
 NoCursor.MiniInterval=12
 SW.ActivationSound=Dummy
 EVA.Detected=Dummy
 EVA.Ready=Dummy
 EVA.Activated=Dummy
 Message.Ready=NOSTR:Our SCUD Storm is ready
 Message.Launch=NOSTR:Warning! SCUD Storm has been launched
 Message.FirerColor=yes
 Lightning.RadarOutageAffects=none
 Lightning.DebrisMin=0
 Lightning.DebrisMax=0
 Lightning.Bolts=SCUDDN
 Lightning.Clouds=INVISO


PS:
1. This code is UNFINISHED yet, I should work with warheads, anims etc, and you have to find falling missile's SHP or rewrite the Lightning.Bolts list.
2. Animation of falling SCUD missiles must to be convrted to ANIM.PAL, like the explosions. I think you already know it.
3. And the third is... I've forgot what is third. Very Happy
Ahhh! Poor English!

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Dec 15, 2012 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I decided to take another stab at this and slightly revise my old method. But much to my frustration it seems this new method is not fully working and I have no clue why.

My old method used buidup animations as falling nukes and placed all 9 nukes at same time, and used generic warhead to make the damage..
My new method places 9 buildings/targeting cells, and independently fires a Real Nuke SW at each of those target spots with editing done on each Missile to make them fall at different times. Thus producing a spread of real nukes.

Problem, 2 of the nukes seem to fire alright and all building/Target cells are placed. But some SW's just don't seem to be going off.. It's really frustrating...

I thought maybe if I put up the code others might see where I screwed up or might try it out themselves.

Anyways here's the code.

Code:
ArtMD.ini

[SCUDMISS1]
Image=INVISO
remappable=no
Foundation=5x5
Height=-999999999
DemandLoadBuildup=true
FreeBuildup=true
Buildup=INVISO
NewTheater=no

[SCUDMISS2]
Image=INVISO
remappable=no
Foundation=4x4
Height=-999999999
DemandLoadBuildup=true
FreeBuildup=true
Buildup=INVISO
NewTheater=no

[SCUDMISS3]
Image=INVISO
remappable=no
Foundation=3x3
Height=-999999999
DemandLoadBuildup=true
FreeBuildup=true
Buildup=INVISO
NewTheater=no

[SCUDMISS4]
Image=INVISO
remappable=no
Foundation=2x2
Height=-999999999
DemandLoadBuildup=true
FreeBuildup=true
Buildup=INVISO
NewTheater=no

[SDSCUD]
Damage=5000
DamageRadius=0
Warhead=SCUDDESTRUCT
Image=INVISO
Rate=450

Rulesmd.ini

[Animations]
761=SDSCUD

[BuildingTypes]
820=SCUDENTRY1
821=SCUDENTRY2
822=SCUDENTRY3
823=SCUDENTRY4
824=SCUDENTRY5
825=SCUDENTRY6
826=SCUDENTRY7
827=SCUDENTRY8
828=SCUDENTRY9
829=ScudBase

[ScudBase]
SuperWeapon=SCUDSPECIAL


[SCUDENTRY1]
Image=SCUDMISS1
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile1
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile1
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=no
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL1
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY2]
Image=SCUDMISS2
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile2
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile2
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL2
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY3]
Image=SCUDMISS2
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile3
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile3
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL3
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY4]
Image=SCUDMISS2
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile4
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile4
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL4
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY5]
Image=SCUDMISS3
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile5
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile5
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL5
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY6]
Image=SCUDMISS3
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile6
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile6
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL6
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY7]
Image=SCUDMISS3
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile7
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile7
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL7
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY8]
Image=SCUDMISS4
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile8
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile8
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL8
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[SCUDENTRY9]
Image=SCUDMISS4
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Scud Missile9
Armor=SCUDArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=5
Crewed=no
UIName=NOSTR:Scud Missile9
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=SCUDSPECIAL9
PlaceAnywhere=no;Otherwise They all place at same location. which is useless.
Explodes=yes
DeathWeapon=ScudPayload
DeathWeaponDamageModifier=1

[ScudPayload]
Damage=500
Range=30
Projectile=Invisible
Speed=10
Warhead=SCUDDESTRUCT

[ArmorTypes]
SCUDArmor=0%

[SuperWeaponTypes]
90=SCUDSPECIAL1
91=SCUDSPECIAL2
92=SCUDSPECIAL3
93=SCUDSPECIAL4
94=SCUDSPECIAL5
95=SCUDSPECIAL6
96=SCUDSPECIAL7
97=SCUDSPECIAL8
98=SCUDSPECIAL9
99=SCUDSPECIAL

[SCUDSPECIAL]
UIName=NOSTR:Scud Storm
Name=Scud Storm
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=1
Type=UnitDelivery
Action=UnitDelivery
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=0
SW.AffectsHouse=all
SW.RequiresTarget=land,buildings
SW.ShowCameo=yes
SidebarImage=NukeIcon
SW.FireIntoShroud=no
SW.RequiresTarget=land
SW.AITargeting=None
Deliver.Types=SCUDENTRY1,SCUDENTRY8,SCUDENTRY5,SCUDENTRY2,SCUDENTRY7,SCUDENTRY4,SCUDENTRY9,SCUDENTRY6,SCUDENTRY3
SW.Deliver=SCUDENTRY1,SCUDENTRY8,SCUDENTRY5,SCUDENTRY2,SCUDENTRY7,SCUDENTRY4,SCUDENTRY9,SCUDENTRY6,SCUDENTRY3
Deliver.Buildups=no;yes
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12
SW.ActivationSound=Dummy
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=NukeSiren
Message.Ready=NOSTR:Scud Storm Ready
Message.Launch=NOSTR:Scuds Launched
Message.FirerColor=yes

[SCUDSPECIAL1]
UIName=NOSTR:Scud Denonation
Name=Scud
RechargeTime=.001
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD1Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD1Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD1Payload]
Damage=300
Range=30
Projectile=GiantSCUD1Down  ;MultiMissile
Speed=100
Warhead=SCUDWH

[GiantSCUD1Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=0
ROT=3;;;Impact=41
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUD1Carrier]
Projectile=GiantSCUDUp
Speed=100
Warhead=NukeMaker

[GiantSCUDUp]
Arm=2
Shadow=no
Image=INVISO
Acceleration=1
Vertical=yes ; Not a missile or a projectile.  Just go up until...
DetonationAltitude=20000; All this does is create the downward pointing one over the target
FirersPalette=yes

[SCUDSPECIAL2]
UIName=NOSTR:Scud Denonation
Name=Scud2
RechargeTime=.002
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD2Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD2Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD2Payload]
Damage=300
Range=30
Projectile=GiantSCUD2Down  ;MultiMissile
Speed=100
Warhead=SCUDWH

[GiantSCUD2Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=0
ROT=5;;;Impact=43
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL3]
UIName=NOSTR:Scud Denonation
Name=Scud3
RechargeTime=.003
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD3Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD3Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD3Payload]
Damage=300
Range=30
Projectile=GiantSCUD3Down  ;MultiMissile
Speed=100
Warhead=SCUDWH

[GiantSCUD3Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=0
ROT=7;;;Impact=45
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL4]
UIName=NOSTR:Scud Denonation
Name=Scud4
RechargeTime=.004
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD4Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD4Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD4Payload]
Damage=300
Range=30
Projectile=GiantSCUD4Down  ;MultiMissile
Speed=50
Warhead=SCUDWH

[GiantSCUD4Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=1
ROT=5;;;Impact=47
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL5]
UIName=NOSTR:Scud Denonation
Name=Scud5
RechargeTime=.005
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD5Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD5Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD5Payload]
Damage=300
Range=30
Projectile=GiantSCUD5Down  ;MultiMissile
Speed=60
Warhead=SCUDWH

[GiantSCUD5Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=1
ROT=5;;;Impact=49
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL6]
UIName=NOSTR:Scud Denonation
Name=Scud6
RechargeTime=.006
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD6Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD6Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD6Payload]
Damage=300
Range=30
Projectile=GiantSCUD6Down  ;MultiMissile
Speed=100
Warhead=SCUDWH

[GiantSCUD6Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=1
ROT=12;;;Impact=51
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL7]
UIName=NOSTR:Scud Denonation
Name=Scud7
RechargeTime=.007
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD7Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD7Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD7Payload]
Damage=300
Range=30
Projectile=GiantSCUD7Down  ;MultiMissile
Speed=100
Warhead=SCUDWH

[GiantSCUD7Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=2
ROT=12;;;Impact=53
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL8]
UIName=NOSTR:Scud Denonation
Name=Scud8
RechargeTime=.008
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD8Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD8Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD8Payload]
Damage=300
Range=30
Projectile=GiantSCUD8Down  ;MultiMissile
Speed=500
Warhead=SCUDWH

[GiantSCUD8Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=20
ROT=12;;;Impact=54
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[SCUDSPECIAL9]
UIName=NOSTR:Scud Denonation
Name=Scud9
RechargeTime=.009
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=6
Range=5
LineMultiplier=3
Type=MultiMissile
Action=Nuke
WeaponType=SCUD9Carrier
Nuke.SiloLaunch=no
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
Nuke.Payload=SCUD9Payload
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=SDSCUD
SW.AnimationHeight=0
SW.AnimationVisibility=all

[SCUD9Payload]
Damage=300
Range=30
Projectile=GiantSCUD9Down  ;MultiMissile
Speed=150
Warhead=SCUDWH

[GiantSCUD9Down]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=0
ROT=8;;;Impact=45
Vertical=yes
DetonationAltitude=30000;
FirersPalette=yes

[WeaponTypes]
425=SCUD1Payload
426=SCUD2Payload
427=SCUD3Payload
428=SCUD4Payload
429=SCUD5Payload
430=SCUD6Payload
431=SCUD7Payload
432=SCUD8Payload
433=SCUD9Payload

[Warheads]
193=SCUDDESTRUCT
194=SCUDWH

[SCUDWH]
Wall=yes
Wood=no
CellSpread=5
PercentAtMax=0.5
Verses=50%,40%,30%,70%,60%,50%,80%,30%,50%,40%,40%
InfDeath=5
Bright=no
AnimList=NUKEANIM

[SCUDDESTRUCT]
Wall=yes
Wood=no
CellSpread=0
PercentAtMax=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=5
Bright=no
Versus.SCUDArmor=5000%

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sat Dec 15, 2012 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm, it's good but very long code. #Tongue

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Dec 15, 2012 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eric
Anime
Freak
Very Happy

And how long did it take for you to make all those codes? Very Happy

_________________

PPM Halloween Season 2021

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 15, 2012 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

A single day. I know him well enough to know all that, lol.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Dec 16, 2012 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

The initial coding didn't take that long, it was the testing for each nuke to get them to Impact at different times.
A day is about right. Less if you consider I had it more or less codded already and just needed to test and fix numbers based on tests etc, otherwise probably a good 8 hours total I sunk in, must spent on testing.

I'm gonna take a break from this SW though, It's not really done yet and has some kind of problem when spawning Nukes. I think further testing is required the find the culprit. I have a theory which I could already probably test for, but I will put off.

Out of boredom I've just been thinking of different kinds of SW's that are possible with Ares, So why not post them I thought.

I'm thinking of maybe making a Black Hole or Chrono Implosion SW. If that goes well I'll post codes etc and maybe a video of it.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Dec 16, 2012 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Well Here's my Black Hole Chrono Implosion SW, anyone feel free to use it or modify it. It needs Animations!

Code:

ArtMD.ini

[BHDEVICE]
Image=INVISO
remappable=no
Foundation=1x1
Height=-999999999
DemandLoadBuildup=true
FreeBuildup=true
Buildup=INVISO
NewTheater=no

Rulesmd.ini

[BuildingTypes]
830=BHDEVICE
831=BHDEVICE2

[BHDEVICE]
Image=BHDEVICE
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Black Hole
Armor=BLACKArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0;;You could modify this for power outage or power drain while SW is being fired/is active.
Sight=10
Crewed=no
UIName=NOSTR:Black Hole
Adjacent=1
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=no
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=BLACKSPECIAL1
SuperWeapon2=BLACKSPECIAL2
PlaceAnywhere=yes

[BHDEVICE2]
Image=BHDEVICE
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- Black Hole2
Armor=BLACKArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=10
Crewed=no
UIName=NOSTR:Black Hole
BuildCat=Combat
Strength=200
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
CanBeOccupied=no
CanOccupyFire=no
Insignificant=yes
IsBaseDefense=yes
ClickRepairable=no
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=0
MinDebris=0
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
PlaceAnywhere=yes
LightVisibility=9000
LightIntensity=-5000;;This doesnt work, Darn it!
LightRedTint=0.03
LightGreenTint=0.04
LightBlueTint=0.04
Primary=HoleBeam
AttackFriendlies=yes
AttackCursorOnFriendlies=yes

[HoleBeam]
Damage=5000
ROF=5
Range=12
MinimumRange=1
Speed=100
Projectile=InvisibleHigh
Warhead=LocomotorBeam
;Report=MagnetronAttack
IsMagBeam=yes

[ArmorTypes]
BLACKArmor=0%

[SuperWeaponTypes]
100=BLACKSPECIAL1
101=BLACKSPECIAL2
102=BLACKHOLESPECIAL

[BLACKHOLESPECIAL]
UIName=NOSTR:Chrono Implosion
Name=Chrono Hole
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=1;10
Type=UnitDelivery
Action=UnitDelivery
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=0
SW.AffectsHouse=all
SW.RequiresTarget=land,empty
SW.ShowCameo=yes
SidebarImage=NukeIcon
SW.FireIntoShroud=no
SW.RequiresTarget=land
SW.AITargeting=None
Deliver.Types=BHDEVICE,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2
SW.Deliver=BHDEVICE,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2,BHDEVICE2
Deliver.Buildups=no;yes
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12
SW.ActivationSound=Dummy
EVA.Detected=Dummy
EVA.Ready=Dummy
SW.Animation=CHRONOTG;;Might be better to have a black hole form.
SW.AnimationHeight=120
SW.AnimationVisibility=all
Message.Launch=NOSTR:Chrono Implosion
Message.FirerColor=yes

[BLACKSPECIAL1]
UIName=NOSTR:Hole Denonation
Name=Hole
RechargeTime=.016;15 game frames
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=11
Range=11
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=25
SW.Warhead=BLACKWH
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=INVISO;I need a 15 frame "11 Cell" black hole spinning animation!
SW.AnimationHeight=0
SW.AnimationVisibility=all

[BLACKSPECIAL2]
UIName=NOSTR:Hole Close
Name=Hole2
RechargeTime=0.5
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=1
Range=1
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=5000
SW.Warhead=BLACKEWH
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=INVISO;I need a black hole closing animation!
SW.AnimationHeight=0
SW.AnimationVisibility=all

[Warheads]
195=BLACKWH
196=BLACKEWH

[BLACKWH]
Wall=yes
Wood=no
CellSpread=11
PercentAtMax=0.15
Verses=50%,40%,30%,70%,60%,50%,40%,15%,30%,40%,40%
InfDeath=5
Bright=no
AnimList=INVISO;;I need a black hole Pulsing animation!

[BLACKEWH]
Wall=yes
Wood=no
CellSpread=0
PercentAtMax=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=5
Bright=no
Versus.BLACKArmor=5000%

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Dec 16, 2012 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

For me I'd probably just make a 9x9 Dummy Building with a Destroy Anim which looks like the 9 Missiles dropping down. Give it a Self-Damaging Weapon which kills it and causes its Deathweapon.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Dec 16, 2012 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

@GD
what is Kenosis-Gangster Nuke SW?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 16, 2012 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread



You know it better than me. Tho what I thought about is to not fire that weapon, but have a Burst=9 on launching.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Dec 16, 2012 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is Gangster nuke? Hahahaha

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Dec 16, 2012 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quick sidenote: why the hell don't we have spoilers?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 16, 2012 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
That is Gangster nuke? Hahahaha


No, that's original Kenosis nuke, which is the base code of Gangster's, duh.

In case of Kenosis exhibitions, it's not the art what matters but the actual effect.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Dec 16, 2012 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wonder why would you call it "nuke"…
ok,the most difficult point is to add radiation to the sw. debris tricks cannot do that,only true sw do have radiation. then you would have tons of code to add. drop some buildings and let them call down missile strike……the effort will be huge to make all the different buildings,different sw, and different buildups.
my solution:
use a paradrop sw
invisible plane drop invisible tanks with invisible parachute
tanks have a big fire height set in art
tanks fire an airburst weapon that creates a vertical weapon,1burst

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Last edited by kenosis on Sun Dec 16, 2012 5:32 pm; edited 3 times in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 16, 2012 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC it is a Missile SW. In RA2 Nuke is the default missile.

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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Dec 16, 2012 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh,forget the way I said. Drop a cyclic gattling tank and set it 14 weapons,then you have 7 firing FLH, set it some proper airburst weapon with proper ROF to create missiles that fall, as I said above, give it a special armor that can be damaged only by a special warhead, set the sw animation a delayer that next to a killing anim, done

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Dec 16, 2012 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:

No, that's original Kenosis nuke, which is the base code of Gangster's, duh.

In case of Kenosis exhibitions, it's not the art what matters but the actual effect.


But why did missile miss completely that War Factory first time and destroyed it second time?
Is its purpose actually to be randomized just like that or it was bug?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Dec 18, 2012 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

ok,since you cannot have radiation with airburst,drop a gattling zep instead

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Tue Dec 18, 2012 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Well Here's my Black Hole Chrono Implosion SW, anyone feel free to use it or modify it. It needs Animations!

Well, I've seen something on YR Argentina.
Try this:
http://yrarg.cncguild.net/index.php?option=com_jdownloads&Itemid=96&view=viewdownload&catid=6&cid=453 (there is a black hole ring)
http://yrarg.cncguild.net/index.php?option=com_jdownloads&Itemid=96&view=finish&cid=466&catid=6 (there are many TS anims and some others)
Glad to help you, comrade. Very Happy

Edit: I've found the anims, but I don't remember where, so the next pack you'll download from Depositfiles: http://depositfiles.com/files/4derx1tgk
Look for Vacuum2.shp, I think it's good anim for the black hole or smth.

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