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Nuclear Airburst???
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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Mar 22, 2010 12:09 am    Post subject:  Nuclear Airburst??? Reply with quote  Mark this post and the followings unread

I have an idea... Is there any way to make [NUKE] airburst by altering its projectile codes? I really wanted to ask before I tried it to avoid avoidable mistakes...

If this works I'll have to give everyone a cookie.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Mar 22, 2010 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

[NUKE] Is a warhead code. I'm not really sure of this of myself, but I'm gonna guess this is hard-coded to the extreme without using a patch. I just stayed away from even atempting editing it that much, due to the fact that its got alot of hard-coding, I'm pretty sure what your trying to do has been tried and has failed already, that said, good luck. Just in case, these are the tags for the nuke, I think.

[General]
NukeTakeOff=NUKETO

[AudioVisual]
DigSound=NukeSiren

[SpecialWeapons]
NukeWarhead=Nuke ; warhead used by falling nuke missile
NukeDown=NukeDown ; nuclear missile as it descends
NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch

[NukeCarrier]
Projectile=GiantNukeUp
Speed=100
Warhead=NukeMaker

[Nukebomb]
Damage=1500
ROF=1
Range=1.0
Projectile=InvisibleLow
Speed=100
Warhead=NUKE
RadLevel=500
;Report=Dummy

[GiantNukeUp]
Arm=2
Shadow=no
Image=NKMSLUP
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

[GiantNukeDown]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=1
Vertical=yes ; //like blimp bomb
DetonationAltitude=30000;
FirersPalette=yes

[NukeMaker]
NukeMaker=yes ; I couldn't think of a better name for this flag. It applies only to the weapon that shoots straight up and then uses the houses' targeting for where to come down

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Mar 22, 2010 3:46 am    Post subject: Reply with quote  Mark this post and the followings unread

GiantNukeDown??? Hmm... I'll try that tomorrow...

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Mon Mar 22, 2010 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

You'd better not be lieing about the cookie, I'm posting in this thread for that cookie.

LOL ok maybe I should actually add to the thread.

You would probably wanna do some editing to the SHP since the SHPs are made with the idea that the nuke would detonate on the ground.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Mar 22, 2010 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

This has been tried way back in the day. I'm 99 percent sure all tests failed.

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Mon Mar 22, 2010 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
[NUKE] Is a warhead code. I'm not really sure of this of myself, but I'm gonna guess this is hard-coded to the extreme without using a patch. I just stayed away from even atempting editing it that much, due to the fact that its got alot of hard-coding, I'm pretty sure what your trying to do has been tried and has failed already, that said, good luck. Just in case, these are the tags for the nuke, I think.

[SpecialWeapons]
NukeWarhead=Nuke

Talking about warheads, all the letters in the NUKE warhead is capital but the Nuke listed in the NukeWarhead tag is not capital only the first letter. I sense IE.

Darkstorm wrote:
You'd better not be lieing about the cookie, I'm posting in this thread for that cookie.

No, He's not. Not just Darkstorm, actually PPM leaves cookies in our browser's folder. PPM gives cookies even if you post useless posts or threads, that's how generous PPM is. Rolling Eyes

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Mar 22, 2010 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread


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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 23, 2010 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Eldrei wrote:
EricAnimeFreak wrote:
[NUKE] Is a warhead code. I'm not really sure of this of myself, but I'm gonna guess this is hard-coded to the extreme without using a patch. I just stayed away from even atempting editing it that much, due to the fact that its got alot of hard-coding, I'm pretty sure what your trying to do has been tried and has failed already, that said, good luck. Just in case, these are the tags for the nuke, I think.

[SpecialWeapons]
NukeWarhead=Nuke

Talking about warheads, all the letters in the NUKE warhead is capital but the Nuke listed in the NukeWarhead tag is not capital only the first letter. I sense IE.


Yeah, I noticed that a long time ago, but I'm pretty sure that the tag is obsolete now...

Anyways, trying now... (Come on guys, don't you want the cookie?)

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 23, 2010 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I have learned 3 things from the first attempt:

1. The Nuke did fire my cluster weapons, but all together on the target, at the same time.

2. Setting RechargeTime to 0 automatically makes it 4.5 (???)

3. I like playing with the Nuke

Anyways, second attempt...

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 23, 2010 12:55 am    Post subject: It worked! Reply with quote  Mark this post and the followings unread

YEAH MOTHERFUCKER!!!

IT ztyping WORKED!!!!!!!!!!!!!

A little too well, but it did work!!!

To tell if the Nuke had exploded or not, I had added 7500 debris to the nuke warhead, and they RAINED FROM THE FRIKCIN SKY!!!

The Airburst Weapon came after, releasing it's remaining surprises...

IMA LOVIN IT!!!

If you want codes I'll post it here.

(More screenies next)



a.png
 Description:
Getting Ready...
 Filesize:  5.93 MB
 Viewed:  9266 Time(s)

a.png



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Mar 23, 2010 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Post the codes.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Mar 23, 2010 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

WTF! That png shows nothing damn it! I wanna see this!!!!!!

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 23, 2010 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, my comp screen is HD...



c.png
 Description:
The debris.
 Filesize:  5.93 MB
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c.png



d.png
 Description:
Isn't this grand?
 Filesize:  5.93 MB
 Viewed:  9252 Time(s)

d.png



e.png
 Description:
The debris' end.
 Filesize:  5.93 MB
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e.png



f.png
 Description:
The Clusters.
 Filesize:  5.93 MB
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f.png



g.png
 Description:
The last stroke.
 Filesize:  5.93 MB
 Viewed:  9252 Time(s)

g.png



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 23, 2010 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Codes:

Code:

[NukePayload]
Damage=300
Range=30
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
RadLevel=2500 ; Of course, I had to change it in Radiation rules.
Warhead=NUKE

[NukePayloadFake]
Damage=300
Range=30
Projectile=GiantNukeDown2  ;MultiMissile
Speed=10
RadLevel=2500 ; Same as above
Warhead=FAKENUKE

[NUKE]
CellSpread=10
PercentAtMax=.8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=200%,200%,200%,200%,100%,100%,10%,10%,1%,300%,300%
InfDeath=4
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=10
ShakeXhi=10
ShakeYlo=25
ShakeYhi=25
MaxDebris=7500
MinDebris=7499

[FAKENUKE]
CellSpread=10
PercentAtMax=.8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=200%,200%,200%,200%,100%,100%,10%,10%,1%,300%,300%
InfDeath=4
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=10
ShakeXhi=10
ShakeYlo=25
ShakeYhi=25

[GiantNukeDown] ; Hey, don't complain, I was just trying stuff...
Arm=0
Shadow=yes
Image=NKMSLDN
Acceleration=0.9
Vertical=no ; //like blimp bomb
DetonationAltitude=50;
FirersPalette=yes
Cluster=9
Airburst=yes
AirburstWeapon=NukePayloadFake
Proximity=yes
Ranged=yes
ROT=4
Dropping=yes
AA=no

[GiantNukeDown2]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=WCCLOUD1
ROT=60

That was the beta, I'll get it better...

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Mar 23, 2010 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Sweeeeeeet.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Mar 23, 2010 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

This is awesome man, glad i could help, I might try doing some of this stuff myself.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 23, 2010 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, I have learned two further things through restless experiments:

1. Dropping=yes is one of the factors which made it airburst detonate, but there is one other factor...

EDIT: Airburst=yes is the other factor, but it seems to not work without one of the other tags...

2. ROT=4 makes the missile come down slower...

More will come guys! This new field of research has just started!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Mar 23, 2010 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

How bout this one Razz



Animation1.gif
 Description:
 Filesize:  1.8 MB
 Viewed:  9224 Time(s)

Animation1.gif



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Mar 23, 2010 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do have to say that this was a good find 001010011100101110. I would have never thought about doing something like this. good job.

I have to ask though, How bad did the game lag from all that? If you take a look at mine, I actually had it spread out 2x bigger than that and the game died of a heart attack from massive lag. Confused

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Mar 25, 2010 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Um... very bad... I'm thinking of decreasing the debris count and up their damage...

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Mar 26, 2010 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do I increase the range of the airburst to make it airburst over a large area? And how do I increase the burst missile count?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 26, 2010 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, well for the first question you could try making it a Cluster bomb "though I think Cluster= only adds extra explosion anims and expand the cell spread a little wider, But i'm not sure, you can try it. and for the other try "Burst= ;number of rapid succession shots from this weapon"

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Mar 26, 2010 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, how did you make that other Nuke parody above?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 26, 2010 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used Meteorites,

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Mar 26, 2010 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

NVM I could just give airburst weapons to my airburst weapons XD

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wardeathfun
Commander


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

PostPosted: Sat Mar 27, 2010 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

is there a tag for warheads that lets you pick which debris apear? :3 be cool to make debris that looks like missiles make mini explosions.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Mar 27, 2010 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, I don't think so... if there is... then...

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Mar 27, 2010 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, you're right, there isn't. The only way to do that is to create an IsMeteor animation that spawns debris you want.

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wardeathfun
Commander


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

PostPosted: Mon Mar 29, 2010 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... Not the same but close enough I suppose. Thanks. (is sorry for somewhat hijackin.)

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