Posted: Fri Apr 14, 2006 8:14 pm Post subject:
Superweapons question
Subject description: shed some light for me
I am kind of new to modding and kind of old as well and I right now emerge from silence to ask some help from any researcher right now
I want to know if anything has been said about creating something like an airstrike or artillery barrage as superweapons before you say anthing
i'm not talking about normal bombers i'm talking about a chemical bomb strike
and by artillery barrage i'm not talking about a few artilleries attacking a base i'm talkin about a massive wide spread barrage of shells from a far off area
any researcher willing to shed some light or if this has been talked about already please alert me of this. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Apr 14, 2006 9:26 pm Post subject:
This is not a forum for questions... it's for solutions... new solutions, inovations. You are asking a question and I believe some people already found an answer for it. So, I'm moving your topic to the appropriate place. QUICK_EDIT
Aha, you want a wide spread artillery barrage. You'll have to replace a superweapon or follow the tutorials on the main page (located at the PPM home under TS, you'll find superweapons 1 & 2 ( number 3 is worthless) and you can follow them. I prefer editing the normal superweapons, though.
On to the subject of your artillery barrage. A weapon can obviously have only 1 target. An artillery barrage would take quite some time to reach its destination and the processing of the order would take time aswell, so we can edit the multi missile.
Ahah, a missile. A worthless missile is what we need, just to attack the designated area. the missile must be invisible (give the projectile of the missile inviso=yes . Why? We are going to give the weapons explosion an invisible animation. So you won't see an explosion or hear anything. We can then attach animation debris to the explosion so that invisible parts of debris are being scattered over the target area. You can always change the speed of the debris so that it will be spread over a bigger area.
On to coding:
There is nothing special about it and I suppose you already have a basic coding knowledge, so I won't give idiot-proof instructions.
The multi missile uses airburst to achieve the split. We can also use airburst here, but I prefer debris. The multi-missile and all of it's characteristics are:
Right now, ARTBARANIM3 does not exist, so you can replace this with any kind of explosion you want to use for an exploding artillery shell. I have a slightly edited one here that's ripped and converted from Red Alert 2 and you can use it without crediting me, or something. Be sure to add this shp to an ecache##.mix of your choice (yeah, yeah, you know the drill...).
If this doesn't work, give me a detailed destricption of what you HAVE done (not what you SHOULD have done). I haven't tested this at all, I just cam up with this and did some quick C&Ping.
now lets see whats next.. ah, air strike.. im too lazy to write a code bout this, u should be able to make your own with the things above.
ok, look:
make an anim with a flying plane.
use this as first anim of your weapon. give the anim next=falling_bomb
for falling bomb, change the code of an meteorite ang givr it the parachute image.. if you want to. if not, just make a falling bomb.
give the falling bomb next=chembomb_expl
get an anim that looks like an chemical explosion (recolor an anim) and give it the gas warhead. that should be enough. i did that for my mod, it worked fine.
if you have problems, ask me, then im going to code something for ya. _________________ leader of the World War III TC for TS
I tried to keep it simple. It's customizable. Just remember: You can attach as much animation debris to other animation debris as you want, and there's no problem with having animation debris have expireanim=normal explosion either, but you can never have normal animations spawn animation debris. Otherwise we could get the iron curtain to work in TS...
You can also change the delays and the number of explosions spawned. Just looks in the code and experiment.
but there is one big problem: when u use debris and fire the weapon into a building, the debris will hit the building itself and wont go off. so the targetet building will be destroyed. ever. _________________ leader of the World War III TC for TS
That's a flaw, yes. It might be better to use an airburst weapon so that it doesn't hit the building. I'ts my birthday tomorrow, but there'll be the pie etc. in a few minutes (when my family gets here, I'll be off the comp) . QUICK_EDIT
I prefer combining airburst with debris because then there is no way it'll be able to hit a building at all, because it's in the air . The animation, that is. QUICK_EDIT
Joined: 28 Sep 2005 Location: Mixing psilocybin in your drinks.
Posted: Sat Apr 15, 2006 7:09 pm Post subject:
OK, I have a related question now: what's the best way to code an artillery strike with the EMP stuff (logic, buildings, weapons, etc.)? I have everything necessary but the code. It's not that I don't know how, but I want to know the best way to do this. _________________
[quote="DCoder"]There is no sanity left in this thread.[/quote] QUICK_EDIT
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