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MeteorShower help
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 08, 2011 11:59 pm    Post subject:  MeteorShower help Reply with quote  Mark this post and the followings unread

Was wondering if someone could possibly help me figure this out. A while back I made a SW using the NukeSpecial, transformed it into a MeteorShower SW "it's in a thread somewhere here at ppm" . The original had an invisible projectile going up, and on impact it had an explosion followed by meteors falling from the sky unleashing a barage of spawned debris and explosions. Some how I managed to forget how I did this, and cant figure it out.
So if anyone knows what I'm talking about, please help me on this.

Found it, this is the one I'm referring too. So if you have any idea on how this was done please let me know, thanks.

http://www.ppmsite.com/forum/files/animation1_178.gif

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Feb 09, 2011 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The new nukepayload thing


Code:

rules

[MeteorWP] 
Damage=1
ROF=150 
Range=18 
Projectile=MeteorP
Speed=100 
Warhead=MeteorWH 
AssaultAnim=UCBLOOD 
Report=YuriDeploy 
Anim=VTMUZZLE 

[MeteorP] 
Image=MeteorFire         
Inviso=yes 
AG=yes 
Cluster=1 

[MeteorWH] 
Verses=1%,1%,1%,100%,100%,100%,1%,1%,1%,100%,1%   
InfDeath=1 
AnimList=MeteorFire
ProneDamage=100% 
Bullets=yes 

[MeteorE] 
Damage=1 
ROF=80 
Range=20 
Projectile=MeteorPE 
Speed=100 
Warhead=MeteorWHE 
AssaultAnim=UCBLOOD 
Report=YuriDeploy 
Anim=VTMUZZLE 

[MeteorPE] 
Image=MeteorFireE           
Inviso=yes 
AG=yes 
Cluster=10

[MeteorWHE] 
Verses=1%,1%,1%,100%,100%,100%,1%,1%,1%,100%,1%   
InfDeath=1 
AnimList=MeteorFireE         
ProneDamage=100% 
Bullets=yes 





art

[MeteorFire] 
Image=DRAGON
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
Damage=280
ExpireAnim=KTSTLEXP
DamageRadius=80
Warhead=KTSTLEXP
LoopStart=0 
LoopEnd=8 
LoopCount=-1
DetailLevel=0
Bouncer=yes
IsMeteor=true
Spawns=MeteorFireFSD   
SpawnCount=20
RandomRate=220,500
TrailerAnim=DRAGON
TrailerSeperation=1

[MeteorFireE] 
Image=DRAGON
Elasticity=0.0 
MaxXYVel=100.0 
MinZVel=-50.0 
Damage=500 
ExpireAnim=KTSTLEXP       
DamageRadius=80 
Warhead=KTSTLEXP         
LoopStart=0 
LoopEnd=8 
LoopCount=-1 
DetailLevel=0 
Bouncer=yes 
IsMeteor=true 
Spawns=MeteorFireFSD         
SpawnCount=10 
RandomRate=220,500 
TrailerAnim=DRAGON
TrailerSeperation=1



[MeteorFireFSD] 
Image=DRAGON
Elasticity=0.4
MinZVel=50.0
MaxXYVel=10.0
ExpireAnim=KTSTLEXP     
Damage=500 
DamageRadius=60 
Warhead=KTSTLEXP         
LoopStart=0 
LoopEnd=8 
LoopCount=-1 
Rate=500 
DetailLevel=0 
RandomRate=220,500 
Bouncer=yes 
Report=HornetLanding 
Shadow=no


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 09, 2011 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, i remeber how i did now, but it still dosent work correctly. Seems IsMeteor=yes dosent work anymore in Ares. I know it's ares cause I tested the code in vanilla YR1.001 and it worked fine. Damn it all to hell.

Thanks for replying Kenosis, but thats not really what I'm looking for.

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