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Genetic Nuke
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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 1:20 am    Post subject:  Genetic Nuke Reply with quote  Mark this post and the followings unread

I'm using RP 1.10 and i know u can make a new nuke in it. Im trying to give Yuri a nuke that will blow shit up but the radiation left behind will transform people (sounds cool i know). I already got some codes up and everything seems to work besides the animations and the radiation. When i build the rocket pad it plays the active animation once and just goes back to a pad without a rocket. then when it launches it launches the soviet nuke instead of the nuke i made.

Here are the codes...hope someone can help.

------Art------
[YGROCK2]
Remapable=yes
Normalized=yes
Height=8
Cameo=YROCKICON
Foundation=3x3
Buildup=NAMISLMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=YGROCK2_A
;ActiveAnimDamaged=YGROCK_AD
ActiveAnimZAdjust=-40
ActiveAnimYSort=543
OccupyHeight=5
CanBeHidden=False
;DamageFireOffset0=-16,31
RemoveOccupy1=-3,-2
RemoveOccupy2=-3,-1
RemoveOccupy3=-2,0
RemoveOccupy4=-1,1
RemoveOccupy5=-2,-3
RemoveOccupy6=0,-2
RemoveOccupy7=-1,2
RemoveOccupy=-1,-3

[YGROCK2_A]
Image=YGROCK2_A
NewTheater=yes
Normalized=yes
Start=0
End=19
LoopStart=0
LoopEnd=19
LoopCount=1
Rate=200
Layer=ground

[YGROCKUP] ;Up pointing big ol nuke
Trailer=NUKEPUFF;V3TRAIL;SMOKEY2

[YGROCKDN] ; and down pointing
Trailer=NUKEPUFF

[NUKEBALL2];nuke explosion buildup
Rate=500
Crater=yes
ForceBigCraters=yes
Next=NUKEANIM ; SJM: NUKEBALL now called from code, and NUKEANIM called from NUKE warhead
Report=NukeIntro

------Rules------

[NewNukeSpecial]
;Basic Stuff
UIName=Name:NewNuke
Name=Nuke Clone
IsPowered=true
RechargeTime=2;for testing
Type=NewNuke ;NewNuke is the type for Nuke clones
Action=NewNM ;check out the Adding custom Actions page to find out more about this
WeaponType=NukeCarrier
SidebarImage=GENNUKEICON
ShowTimer=yes
DisableableFromShell=no ;for testing
Range=7
LineMultiplier=2
;New Tags
ActivateSound=NukeSiren ;Activating sound
TakeOff=NUKETO ;taking off anim
Projectile=YGROCKUP
FirstAnim=NUKEBALL2 ;The anim played before the explosion itself
Payload=NukePayload2 ;Damaging weapon
Warhead=NUKE2 ;Damaging warhead
PsiWarning=PSIWARN ;PsiWarn animation
ScreenFlash=yes ;Does the screen flash effect occur?

[NukePayload2]
Damage=600
Range=30
Projectile=YGROCKDN ;MultiMissile
Speed=10
RadLevel=500
RadDurationMultiple=2
RadApplicationDelay=16
RadLevelMax=500
RadLevelDelay=45
RadLightDelay=90
RadLevelFactor=0.2
RadLightFactor=0.1
RadTintFactor=1.5
RadColor=200,160,175
RadSiteWarhead=NewRadSite
Warhead=NUKE2
Report=

[NewRadSite]
Verses=100%,100%,100%,50%,10%,10%,0%,0%,0%,100%,100%
InfDeath=9
Radiation=yes

[NUKE2]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
ShakeXlo=4
ShakeXhi=4
ShakeYlo=20
ShakeYhi=20

[YGMISL]
UIName=Name:YGMISL
Name=Yuri Rocket Launch Pad
BuildCat=Combat
SuperWeapon=NewNukeSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=YATECH,YATEK
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=5000
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
Image=YGROCK2

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon May 19, 2008 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, but there is alot of editing to be done to this, mostly renaming. You may want to read the MDK or if you don't have it, I may have early version documentation for RP, and please check your version with the documentation. Otherwise, I'm not going to really touch this.

Also, the Yuri Rocket Pad doesn't have the correct animation codes, as it was only to be a single mission building. Also, the rocket is the Nuclear Missile because the image may not have been incorporated into the correct file package, or the projectile code is not for your version of RP.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Mon May 19, 2008 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

well atleast yr cool about this...i have RP 1.10 btw

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon May 19, 2008 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

You need to learn how to add new actions

Action=NewNM ;check out the Adding custom Actions page to find out more about this

That action is not valid.

Every superweapon needs a unique Action which must be listed.

In future please look for documentation.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon May 19, 2008 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the case you don't have said documentation, you may be able to get it here. Either the MDK 2 or Nighthawk's guide should help you with many of your questions.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Mon May 19, 2008 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

i had no problem with the action i just didnt post it. and i have no trouble finding documentation.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue May 20, 2008 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

So why are you posting

Action=NewNM ;check out the Adding custom Actions page to find out more about this

You haven't show any evidence that you are even using MouseCursors which is nessecary and if you knew the documentation you wouldn't be asking for help.

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Tue May 20, 2008 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

i didnt post it because my pointers work...i dont need help on them if they work.

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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Tue May 20, 2008 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could at least have mentioned that while posting bogus pointers. If you ask for help, but don't mention that, one would assume that you don't know what you are doing.

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Wed May 21, 2008 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

w/e

back on topic tho. i tried what allied said and now the nuke rocket wont even take off the explosion will just happen where i click. so im probably gonna end up using another building that was actually designed for this insted of trying to make my own. anyone know of any yuri-ish looking nuke buildings?

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