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Superweapons question
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Dahman
Civilian


Joined: 14 Apr 2006

PostPosted: Fri Apr 14, 2006 8:14 pm    Post subject:  Superweapons question
Subject description: shed some light for me
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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.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Apr 14, 2006 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Fri Apr 14, 2006 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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:

-Weapon:

[MultiLauncher]
Damage=130
ROF=80
Range=30
Projectile=MultiMissile
Speed=35 ; was 10
Warhead=HE
Report=SAMSHOT1

-Projectile

[MultiMissile]
Arm=2
High=yes
VeryHigh=yes
;Shadow=no
Proximity=yes
Cluster=10 ; number of small missiles to launch
Ranged=yes
AA=no
Image=MISLMLTI
ROT=4
Color=DarkGreen
Airburst=yes
AirburstWeapon=MultiCluster
IgnoresFirestorm=yes

We don't have anything to do with the airburst, so you can either remove the airburst weapon or leave it there (obsolete stuff).


Now edit them so that it looks like this:


[MultiLauncher]
Damage=0
ROF=80
Range=30
Projectile=MultiMissile
Speed=35 ; was 10
Warhead=ARTBAR ;We will edit this warhead soon
Report=SAMSHOT

[MultiMissile]
Arm=2
High=yes
VeryHigh=yes
;Shadow=no
Proximity=yes
Ranged=yes
AA=no
Image=none
Inviso=yes
ROT=4
IgnoresFirestorm=yes


Now add this warhead in the warhead section:

[ARTBAR]
Spread=4
Verses=100%,100%,100%,100%,100%
Rocker=no
InfDeath=2
AnimList=ARTBARANIM1 ;New animation we will add soon
ProneDamage=70% ; Presumes air burst

Now go to the animation list on top of rules.ini and add these animations to the list:

###=ARTBARANIM1
###=ARTBARANIM2
###=ARTBARANIM3

### Stands for the last unused number in the list. there are unused numbers in the animation list so you can use them.

Now open up art.ini and add these anims alongside the other animation overlays (also known as explosions):


[ARTBARANIM1]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.5
MinZVel=0.1
Damage=300
ExpireAnim=ARTBARANIM3
DamageRadius=500
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Spawns=ARTBARANIM2
SpawnCount=25
Bouncer=yes


[ARTBARANIM2]
Image=INVISO
Elasticity=0.0
MaxXYVel=20.5
MinZVel=25.0
Damage=300
ExpireAnim=ARTBARANIM3
DamageRadius=500
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Bouncer=yes

[ARTBARANIM3]
Normalized=yes
Translucent=yes
Report=EXPNEW09
UseNormalLight=yes
Crater=yes
Scorch=yes
YSortAdjust=-100
Next=Smokey

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.



ARTBARANIM3.shp
 Description:

Download
 Filename:  ARTBARANIM3.shp
 Filesize:  93.15 KB
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Worm4981
Cyborg Specialist


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

PostPosted: Sat Apr 15, 2006 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

nice, but too many impacts at the same time.. try this:

Code:

[ARTBARANIM1]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.5
MinZVel=0.1
Damage=300
ExpireAnim=ARTYIMPACT
DamageRadius=512
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Spawns=ARTDEBRI1
SpawnCount=5
Bouncer=yes

[ARTBARANIM2]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.5
MinZVel=0.1
Damage=300
ExpireAnim=ARTYIMPACT
DamageRadius=512
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Spawns=ARTDEBRI2
SpawnCount=3
Bouncer=yes

[ARTBARANIM3]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.5
MinZVel=0.1
Damage=300
ExpireAnim=ARTYIMPACT
DamageRadius=512
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Bouncer=yes



[ARTDEBRI1]
Image=INVISO
Elasticity=0.0
MaxXYVel=13.0
MinZVel=40.0
Damage=300
ExpireAnim=ARTBARANIM2
DamageRadius=512
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Bouncer=yes

[ARTDEBRI2]
Image=INVISO
Elasticity=0.0
MaxXYVel=13.0
MinZVel=40.0
Damage=300
ExpireAnim=ARTBARANIM3
DamageRadius=512
Warhead=AP
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=120,200
DetailLevel=0
Bouncer=yes


[ARTYIMPACT]
Normalized=yes
Translucent=yes
Report=EXPNEW09
UseNormalLight=yes
Crater=yes
Scorch=yes
YSortAdjust=-100
Next=Smokey


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.

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go here for my forum!

this is the World War III site!

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sat Apr 15, 2006 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Oh, about the airstrike, follow this nice tutorial made by Morpher over at another TS modding forum.

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Worm4981
Cyborg Specialist


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

PostPosted: Sat Apr 15, 2006 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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go here for my forum!

this is the World War III site!

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sat Apr 15, 2006 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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) Wink .

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Worm4981
Cyborg Specialist


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

PostPosted: Sat Apr 15, 2006 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

congrats Wink

hmm or we use an weapon with burst and inaccurate=yes... like the juggernaut you know..

_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sat Apr 15, 2006 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Very Happy They'll be coming soon Laughing

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 #Tongue. The animation, that is.

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Apr 15, 2006 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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]

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sat Apr 15, 2006 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Replace the EMP warhead, perhaps?

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Worm4981
Cyborg Specialist


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

PostPosted: Sun Apr 16, 2006 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

no, just make the weapon and give it to the EMP cannon as primary.

_________________
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go here for my forum!

this is the World War III site!

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Apr 16, 2006 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah yes, that's

EMPulseCannon=yes

And the other method with NukeSilo=yes .

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