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Why can't i launch my superweapon?
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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Mon Apr 28, 2008 12:35 pm    Post subject:  Why can't i launch my superweapon?
Subject description: i am a foreigner...
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Hello everyone~I'm a new guy here,er,I am a foreigner and my Engilsh is not well,so, there are lots of things I can not understand correctly...

Here is my first question,as you can see,i have wrote a new superweapon named [VeinMissileSpecial]~Some codes are copied from the [MultiSpecial]~

When the weapon is ready~I can select targets but not launch~I hope somebody can check it for me,thanks...

My Engilsh is not well...

[NAMISL]
Name=Missile Silo
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial
SuperWeapon3=VeinMissileSpecial ←--------------
Prerequisite=NATECH
Strength=1000
Armor=wood
TechLevel=10
Adjacent=2
Sight=4
Owner=Nod
Cost=1300
Points=30
Power=-50
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=16
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AIBuildThis=yes
SpecialThreatValue=1
NukeSilo=yes
HasStupidGuardMode=false

; *** Super Weapon List **
1=MultiSpecial
2=EMPulseSpecial
3=FirestormSpecial
4=IonCannonSpecial
5=HuntSeekSpecial
6=ChemicalSpecial
7=VeinMissileSpecial ←--------------------------


[VeinMissileSpecial]
Name=VeinMonster Missile
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=9
Type=MultiMissile
SidebarImage=ChemIcon
Action=Nuke
WeaponType=VeinMissile

[VeinMissile]
Damage=25
ROF=80
Range=20
Projectile=VeinMissile
Speed=35
Warhead=FSA
Report=MISL1

; vein missile
[VeinMissile]
Arm=2
High=yes
VeryHigh=yes
Cluster=4
;Shadow=no
Proximity=yes
Ranged=yes
AA=no
Image=MISLCHEM
Color=Yellow
ROT=10

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 28, 2008 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

welcome aboard.

1. the key SuperWeapon3 doesn't exist. You can take a look in the game.exe with a hex editor to see all available keys.
you can only replace one of the other missiles since a second building with NukeSilo=yes doesn't works.
I wonder how it's even possible for you to select the weapon, while SuperWeapon3 doesn't works.

2. I'm not sure if it's possible to rename the droppods and change them into a different superweapon. (i think this could cause problems with the AI using the droppods)
There actually a lot of researches done how to create a new superweapon, but afaik without a good result.
Maybe one of the experienced superweapon modders can help you further.
You can also take a look here for more information about SW.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Mon Apr 28, 2008 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your advises~

(i think this could cause problems with the AI using the droppods)

Yes,when the AI build this building then the game will show error...
So,I'd better not to change the superweapons~

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it's been so many years...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Apr 28, 2008 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you get a error, upload the except.txt here Smile

Also, another thing for HP, more SuperWeapon#= #Tongue

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Apr 28, 2008 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its a vein spawning weapon - could be relativ funny...
Mybe you do a workaround? Give a building this weapon, the weapon a high recharge Time and select the target... First you should make GuardRange=0 - the only problem is, that the player won't know, when the weapon is recharged... But I don't know another workaround
That this with the SuperWeapon3= tag works is really surprising...

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Think of me as Nordos, 'cause Banshee wouldn't rename me

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