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Cluster Missile weapon for Nod Artillery+Mobile Gas Dispense
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M
Civilian


Joined: 28 Jul 2012

PostPosted: Sat Aug 04, 2012 4:27 am    Post subject:  Cluster Missile weapon for Nod Artillery+Mobile Gas Dispense
Subject description: Can you help me create these units?
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Currently taking my time creating just a few units for a CABAL side. I'm still scratching my head as to what characteristics I want the faction to have. (Maybe High Power Usage, High EMP Vulrenability)

I want to add new units that are all unique and hopefully have a special function, I don't want any double ups or counterpart units. (ART2 - JUGG)

I have 2 units I need help with: (I've checked around here for awhile and cannot get these to work)

1. Cluster Artillery

I'm hoping to create an artillery unit that fires a missile that behaves just like a Cluster Missile, exploding over the target and release 3 or so mini rockets.

This unit would be Slow, High Cooldown/Rate of Fire, Heavily Armoured, Innacurate (Better for attacking enemy structures than defending), Medium Hitpoints.

Just the weapon and warhead I need help with, the DUMMY situation confuses me but I've seen how WEEDGUY uses it.

2. Gas Releasing unit

I'd really like to have a unit similar to the chaos drone in Red Alert 2. (I have my visceroids set up to reproduce very quickly from kills, becoming extremely dangerous very fast) This little unit would speed into enemy groups of units and release a few tiberium clouds, either by attacking, deploying or exploding. (Not sure on the method yet)

This unit would be very fast, High Cooldown/Rate of Fire, (if I can't get it to explode and release clouds on death) Light Armour, Very Low Hitpoints.

Other Units I have planned and may need help later on are:

Heavy Bomber - Possibly a sort of carpet bomber. (WOULD have been a stealth bomber if not for the TS engine.)

Stealth APC - Is it possible to have a cloakable APC and if so, can it also have properties Simultaneously such as being amphibious or subterranean?

If I am happy with the finished faction I may start a campaign for either CABAL or GDI/Nod for the aftermath of the "Firestorm Crisis". (Though I'd probably take a year or so to write the story)

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Aug 04, 2012 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

What you mean can't make work?

1) Easy, just copy and adjust the MultiLauncher to new name and its airburst weapon to a dummy unit to game parsing it, what can be difficult here eludes me apart from not assigning airburstweapon to a dummy and game crashing as result. Just keep in mind, the airburst logic only works properly in tracking missiles, not arcing shells.

2) Well, you can't quite do the same if you want the clouds as clouds are particles and would kill the unit launching them despite own and other methods would also be damaging the firer/killing it as TS is has more limitations and it get more trickery.

Coding questions are mostly something you would solve quick by just trying copy codes over than just asking them if you would just try, faster way to learn limits than ask things over and over.

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M
Civilian


Joined: 28 Jul 2012

PostPosted: Sun Aug 05, 2012 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I just can't get it to work, I understand weapons and warheads, (I know how to create new ones for both and they work) but I always get IE for DUMMY ones. SO for DUMMY weapons (Which I still don't understand), I just clone the entire unit and change ONLY the codename?

Get IE everytime using the method you told me, I'm just going to forget this, I got the spread missiles to work but the WH was messed up and the projectile wasa non present.

Is there anywhere I can go to find some code to copy?
(For now just a Nod Advanced Artillery that fires a cluster missile)

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Aug 05, 2012 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, lets simplify this to extreme, airburstweapons ALWAYS a need a dummy unit or something to hold its weapon so game engine reads that particular weapon into memory, which it won't from airburstweapon= entry.

Also case sensitivity is BIG deal here so Primary=mymissilecluster is not same as Primary=MyMissileCluster and game will crash and yes you may have fallen to that pit with airburstweapon or you simply forgot declare the extra dummy unit if used one to parse airburstweapon in unit list.

[VehicleTypes]
XX=MYDUMMY ;XX=free number

[MYDUMMY]
Primary=MyAirburstWeaponHere
;Secondary= ;if need another airburstweapon use secondary slot.
TechLevel=-1
AllowedToStartInMultiplayer=no

[LauncherWeaponProjectile]
Airburst=yes
AirburstWeapon=MyAirburstWeaponHere

Besides you have working example from Westwood in MultiMissile (MultiLauncher,MultiMissile,MultiCluster entries) which you could just clone & customize, nothing hard here but of course your weapon could crash from invalid art for projectile too so work from westwood entry.

Your warhead issue is probably forgot declare it in warhead list or again mispelled or not consistent case with weapon entry for its ID and projectile lacks Image or its again wrong, you just have to pay more attention to the coding.

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