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Making IonCannon using NukeSpecial
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jul 29, 2010 2:46 pm    Post subject:  Making IonCannon using NukeSpecial Reply with quote  Mark this post and the followings unread

*****PLEASE MAKE BACKUP OF RULES AND ART .INI'S BEFORE PROCEDING*****

Just incase you forget how to change things back.

Codes are as follows'

[SuperWeaponTypes]
**=IonCannonSpecial

[InfantryTypes]
**=WEEDGUY2

[WEEDGUY2]
UIName=Name:WEEDGUY2
Name=ZZZ Chem Spray Infantry2
Category=Soldier
Primary=IonCannon
Secondary=IonCannon2 ;<--dont really need, but just incase.
Prerequisite=BARRACKS
TiberiumProof=yes
CrushSound=InfantrySquish
Strength=130
Storage=7
Pip=white
Fearless=yes
Armor=none
TechLevel=-1
Sight=4
Speed=6
Owner= ;<---Dont forget to add your owners
AllowedToStartInMultiplayer=no
Cost=300
Points=5
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0

;**you can use whatever building you like, but this is the code for inclosed ion cannon .shp**

[BuildingTypes]
**=IONCANNON

[Animations]
**=IONCANNON_A
**=IONCANNON_B
**=IONCANNON_C
**=IONCANNON_D
**=TSTLEXP
**=RING2

[IONCANNON]
UIName=Name:IONCANNON
Name=Ion Cannon
Image=IONCANNON
BuildCat=Combat
SuperWeapon=IonCannonSpecial
Prerequisite=
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner= ;<---Dont forget to add your owners
AIBasePlanningSide= ;0=Allieds, 1=Soviets, 2=YuriCountry
Cost=500
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes

;"Weapons"
[IonCannon]
Projectile=IonUp
Speed=100
Warhead=NukeMaker

[IonCannon2]
Damage=600
Range=30
Projectile=IonDown
Speed=10
RadLevel=500
Warhead=IonCannonWH
Report=

;"Projectiles"
[IonUp]
Arm=2
Shadow=no
Image=IONBEAM
Acceleration=1
Vertical=yes
DetonationAltitude=20000
FirersPalette=yes
Anim=TSTLEXP

[IonDown]
Arm=2
Shadow=no
Image=none
Acceleration=1
Vertical=yes
DetonationAltitude=30000
FirersPalette=yes

;"Warheads"
[IonCannonWH]
CellSpread=4
PercentAtMax=1.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Conventional=yes
Rocker=yes
DirectRocker=yes
Wood=yes
Wall=yes
;Fire=yes
Deform=100%
DeformThreshhold=160
;Sparky=yes
Bright=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
AnimList=IONBEAM
CombatLightSize=100%
PenetratesBunker=yes
;CLDisableRed=true
;CLDisableGreen=true

[NukeSpecial]
WeaponType=IonCannon ;<-- must have this applied here also to work!


[IonCannonSpecial]
UIName=Name:Ion
Name=Ion Cannon
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.5 ;;set low for testing
Type=MultiMissile
SidebarImage=ChemIcon
Action=AttackMoveTar ;unused cursor
WeaponType=IonCannon
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
LineMultiplier=2

;;Artmd.ini

[IONCANNON]
Cameo=IONCICON
Image=IONCANNON
Remapable=yes
Foundation=3x3
Buildup=IONCANNON
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
PrimaryFirePixelOffset=-0,-84
SecondaryFirePixelOffset=-0,-84
ActiveAnim=IONCANNON_A
SuperAnim=IONCANNON_D
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimTwo=IONCANNON_B
SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-3
SuperAnimThree=IONCANNON_C
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
CanBeHidden=False
ActiveAnimPowered=yes
OccupyHeight=4
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1

[IONCANNON_A]
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Layer=top
NewTheater=no
;DetailLevel=1

[IONCANNON_B]
Normalized=yes
Start=0
End=9
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=

[IONCANNON_C]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

[IONCANNON_D]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

[IONUP] ;Up pointing
Trailer=TSTLEXP
Image=IONBEAM
Frames=15
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
AnimPalette=yes
Layer=top

[IONDOWN] ; and down pointing
Trailer=IONBEAM
AnimPalette=yes

[NUKEBALL] ;called for by code, this will be first anim (RING2) in sequence
Image=RING2
Rate=500
Crater=yes
ForceBigCraters=yes
Report=NukeIntro
Flat=true
Translucent=yes
Translucency=50

[RING2]
Translucent=no
Rate=500
TranslucencyDetailLevel=1
Flat=true

[IONBEAM]
Translucent=yes
Rate=400
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
AltPalette=no
AnimPalette=yes
Translucency=25
Layer=top

Well I think that covers it, please test to make sure and let me know if it isnt working. Though it should.



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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jul 29, 2010 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Care to try one using generic warhead? Ares doesn't allow cloning of Nukes or the making of Ion Cannons yet.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 29, 2010 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice tutorial, but it's still much easier to use the Lightning Storm.

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Thu Jul 29, 2010 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

For me this is great; my mod would be severely imbalanced if there was no lightning storm, and the nuke doesn't make sense anymore.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

@Darkstorm, I can try to put something together using the GenericWarhead. I too am using ares, this weapon here works with both Vanilla and Ares.

@Furry, I thought about it, but my conclusion was the same as Chronoseth's, I can live more without the NukeSpecial than the LightningStorm. I could probably even recreate the NukeSpecial using the GenericWarhead. I'll figure something out.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Fri Jul 30, 2010 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, live....without the nuke? Crying or Very sad

lol, the lightning storm looks cool and all, but not as awesome as the nuke lol. >_>


By the way, great tutorial cranium. Very Happy

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Jul 30, 2010 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
lol, the lightning storm looks cool and all, but not as awesome as the nuke lol. >_>


That can be argued...

Anyhow, it'd be great if you could Cranium. Very Happy

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, this is about the best I could acquire using GenericWarhead. Without GenericWarhead being able to accept a WeaponType= there can be no building fire anims, but heck, half the time you dont see the building firing the SuperWeapon anyway.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Jul 30, 2010 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh, it's the satellite that fires the beam, not the building #Tongue

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aw yea, thats right. Well then thats cool. No building anims is a good thing then.

Well after doing somemore research and thanks to Ares Smile I found a way to sync the anims to play together, This looks much better than the 1 sec delay in previous gif dont ya think? Razz I think it actually looks better than the TS version of it, but thats just me.

So what do you think DarkStorm? this good enough for GenericWarheadSpecial?



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m7
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Joined: 17 Apr 2009

PostPosted: Fri Jul 30, 2010 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then you should probably change the entire tutorial, and write it with more explanation for things than just posting c&p modding.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm working on it M7, I'm working on it. Just have to finish up redoing the TS IonCannon Ring anim, to include with this. New tut will be up by tonight.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the remade anims, which one looks the best and should be used? The one with RA2 Ring or the TS Ring?



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NewbieisGood
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Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Tue Jan 21, 2014 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Does it need Ares ? And "TSTLEXP" ? I haven't it..

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jan 21, 2014 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS always had nicer, softer
RA2 ones are flat

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jan 21, 2014 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

This topic was dead 3 1/2 years, but knowing Cranium like I do he was using Ares before he took a leave of absence. So just to be safe, use Ares.

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