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New Super Weapon
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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Dec 25, 2007 5:39 am    Post subject:  New Super Weapon Reply with quote  Mark this post and the followings unread

I've given the allies an H-Bomb silo.. I got the anims to work but the weapon does not function.. why?
Quote:

;H-Bomb Silo
[HSILO]
UIName=Name:HBSILO
Name=Allied Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=NukeSpecial
Prerequisite=GATECH,GACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=4500
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 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
BuildTimeMultiplier=.1 ; Temporary.. For a fast build 'cause I'm lazy

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CnCStalker
Combat Engineer


Joined: 23 Dec 2007
Location: Disorder and Chaos

PostPosted: Tue Dec 25, 2007 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Well did you download it from yrarg?!

Uhhmmm... One possible is that it need animation (The nukeup and nukedown). However the sounds work.

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n0th1ng sp3c1al
Soldier


Joined: 01 Oct 2007
Location: Philippines

PostPosted: Tue Dec 25, 2007 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the Soviets still got their Nuke Superweapon...
then you need to clone the multimissile superweapon using the rockpatch or npatch you using.........

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Dec 25, 2007 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

[NUKE2]
;Basic Stuff
UIName=Name:Nuke
Name=Nuke Clone
IsPowered=true
RechargeTime=10
Type=NewNuke ;NewNuke is the type for Nuke clones
Action=NewNM2 ;check out the Adding custom Actions page to find out more about this
WeaponType=NukeCarrier
SidebarImage=NukeIcon
ShowTimer=no
DisableableFromShell=yes
Range=7
LineMultiplier=2
;New Tags
ActivateSound=NukeSiren ;Activating sound
TakeOff=NUKETO ;taking off anim
Projectile=NukeUp
FirstAnim=NUKEBALL ;The anim played before the explosion itself
Payload=NukePayload5 ;Damaging weapon
Warhead=NUKEWH1 ;Damaging warhead
PsiWarning=PSIWARN ;PsiWarn animation
ScreenFlash=yes ;Does the screen flash effect occur?

this is how i did it. also under.........

[MouseCursors]
ParaDrop1=259,10,4,516,-1,12345,12345
ParaDrop2=259,10,4,516,-1,12345,12345
ParaDrop3=259,10,4,516,-1,12345,12345
ParaDrop4=259,10,4,516,-1,12345,12345
ParaDrop5=259,10,4,516,-1,12345,12345
ParaDrop6=259,10,4,516,-1,12345,12345
ParaDrop7=259,10,4,516,-1,12345,12345
ParaDrop8=259,10,4,516,-1,12345,12345
ParaDrop9=259,10,4,516,-1,12345,12345
ParaDrop10=259,10,4,516,-1,12345,12345
NewNM1=259,10,4,516,-1,12345,12345
NewNM2=259,10,4,516,-1,12345,12345
NewNM3=259,10,4,516,-1,12345,12345
NewNM4=259,10,4,516,-1,12345,12345
NewNM5=259,10,4,516,-1,12345,12345
STORM1=259,10,4,516,-1,12345,12345
STORM2=259,10,4,516,-1,12345,12345
MONEY1=259,10,4,516,-1,12345,12345
ParaBombA1=259,10,4,516,-1,12345,12345
ParaBombA2=259,10,4,516,-1,12345,12345
ParaBombA3=259,10,4,516,-1,12345,12345
ParaV3=259,10,4,516,-1,12345,12345
ParaDred=259,10,4,516,-1,12345,12345
IonCannon1=259,10,4,516,-1,12345,12345

should look like this....... the name of the action should be here.... it really dosent matter what order but orginization is key. i believe the action is the problem.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Dec 25, 2007 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Omg! It lives! Except the cursor is screwed up...

_________________
The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Dec 26, 2007 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

yah, you need to adjust the numbers for the cursor to look like a nuke symbol, i do not know how todo that exactly but nevertheless if you figure it out please tell me what the numbers are XD

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Dec 27, 2007 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Take out the mouse.sha file from the game and open it with OS Shp Builder. The frames are 1 more than it says in the mouse.sha (it's really a shp file, it's just a sha, because thats what the game reads for the mouse cursors.)

_________________
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severein
Civilian


Joined: 09 May 2008

PostPosted: Fri May 09, 2008 11:08 pm    Post subject: Re: New Super Weapon Reply with quote  Mark this post and the followings unread

the1corrupted wrote:
I've given the allies an H-Bomb silo.. I got the anims to work but the weapon does not function.. why?
Quote:

;H-Bomb Silo
[HSILO]
UIName=Name:HBSILO
Name=Allied Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=NukeSpecial
Prerequisite=GATECH,GACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=4500
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 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
BuildTimeMultiplier=.1 ; Temporary.. For a fast build 'cause I'm lazy


I Cloned the nukespecial and added all things but the warhead

[NukeMaker2] ;warhead
NukeMaker=yes

[NukeCarrier2] ;weapon
Projectile=GiantNukeUp2
Speed=100
Warhead=NukeMaker2

[GiantNukeUp2] ;projectile
Arm=2
Shadow=no
Image=HMISSILEUP
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

it Doesnt send any missile back to earth not
HMISSILEDOWN neither
NKMSLDN

I know that its problem is that
nukemaker=yes
only spawns
NKMSLDN
but how do i change this to
HMISSILEDOWN
without deleting original nuke images
like nukemaker2=yes means that it spawns HMISSILEDOWN

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sat May 10, 2008 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woah, who dug up this REALLY old topic? I solved the H bomb silo non-working issue, but I never really got it to fire it's own missile... it was always the soviet missile that took off for whatever reason, but it still functioned.

_________________
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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat May 10, 2008 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

"For whatever reason"... because it's hardcoded, duh.

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severein
Civilian


Joined: 09 May 2008

PostPosted: Sat May 10, 2008 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

the1corrupted wrote:
Woah, who dug up this REALLY old topic? I solved the H bomb silo non-working issue, but I never really got it to fire it's own missile... it was always the soviet missile that took off for whatever reason, but it still functioned.


ok can you tell me exactly what to do for that... because i tried the nuke2 thing above but then it wont launch when i click the cursor the cursor just sticks

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun May 11, 2008 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

its the action...... are you using rockpatch or npatch?

anyways...... i been meaning to make topic... i download same Hbomb silo thingy.... and.... i got the super weapon and cameos to work but the actual building is invisible.... not to high jack topic but no need to waste forum space when a topic praticly is asking for an idiot to ask :p

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun May 11, 2008 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I use Rockpatch. Now about that building showing up invisible, that's all in the art code of the structure.

_________________
The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing.

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severein
Civilian


Joined: 09 May 2008

PostPosted: Sun May 11, 2008 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

wardeathfun wrote:
its the action...... are you using rockpatch or npatch?

anyways...... i been meaning to make topic... i download same Hbomb silo thingy.... and.... i got the super weapon and cameos to work but the actual building is invisible.... not to high jack topic but no need to waste forum space when a topic praticly is asking for an idiot to ask :p


i'm using rockpatch... yeah it says check out the add custom actions page but i can't find it

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 11, 2008 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

it's in the manual under miscellaneous if I'm right.

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Yes, work on MV continues. It is not forgotten.

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severein
Civilian


Joined: 09 May 2008

PostPosted: Mon May 12, 2008 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
it's in the manual under miscellaneous if I'm right.


omfg i got it finaly i had wrong rockpatch all along ... it said original #Mad Thx for helping though Wink

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