Hi guys, it's me again quick question, how to make a seperate nuke animations scripts whether from ARES or from the vanilla RA2YR engine. I want the custom made animation .SHP (image above) to be exclusive on the nuke superweapon while the original .SHP one will be on the Nuke reactor.
You need to find the Nuke SW's Warhead, and then the Warhead of the Weapon the Nuclear Reactor uses when dying, assuming they're not the same.
If they are the same you'll have to clone it and mod it so it uses a different animation, in this case the one above that you want.
Of course, you'll have set that new warhead to be used by the Nuke SW.
If they are not the same it's as simple as changing the Nuke Warhead's animation.
You'll might have to do some art.ini coding, but I'm not sure.
Search in art.ini for the Nuke Warhead animation; if it has any code then clone it and don't forget to name the animation appropriately, or define Image= appropriately.
This is something you really should be able to figure out on your own.
It's not that hard. This is actually the easy part of modding Tiberian Sun and Red Alert 2. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
You need to find the Nuke SW's Warhead, and then the Warhead of the Weapon the Nuclear Reactor uses when dying, assuming they're not the same.
If they are the same you'll have to clone it and mod it so it uses a different animation, in this case the one above that you want.
Of course, you'll have set that new warhead to be used by the Nuke SW.
If they are not the same it's as simple as changing the Nuke Warhead's animation.
You'll might have to do some art.ini coding, but I'm not sure.
Search in art.ini for the Nuke Warhead animation; if it has any code then clone it and don't forget to name the animation appropriately, or define Image= appropriately.
This is something you really should be able to figure out on your own.
It's not that hard. This is actually the easy part of modding Tiberian Sun and Red Alert 2.
Ok, now i stumbled upon this code set in rulesmd.ini :
[NukeSpecial]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=10
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
What code should i find in order to replace the custom made animation .shp only on the aforementioned superweapon . QUICK_EDIT
The original SuperWeapons are special, with special code and values not just in their SW section, but also the General section or the SpecialWeapons section.
Code:
[SpecialWeapons]
NukeWarhead=Nuke ; warhead used by falling nuke missile
[NukePayload]
Warhead=NUKE
[NUKE]
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
These are all the relevant bits you should've found yourself. The fact that you didn't and are asking to be spoon-fed, again, even when I already dropped a lot of hints to the solution in my previous post, is worrying.
Everything else is up to you now. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
The original SuperWeapons are special, with special code and values not just in their SW section, but also the General section or the SpecialWeapons section.
Code:
[SpecialWeapons]
NukeWarhead=Nuke ; warhead used by falling nuke missile
[NukePayload]
Warhead=NUKE
[NUKE]
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
These are all the relevant bits you should've found yourself. The fact that you didn't and are asking to be spoon-fed, again, even when I already dropped a lot of hints to the solution in my previous post, is worrying.
Everything else is up to you now.
Ok noted, my apologies for bothering you . QUICK_EDIT
I didn't mean it like that, it's just... well...
These are the things we know and do because we figured it out ourselves ages ago; Notepad and Ctrl+F, or Notepad++ and Ctrl+F and all that... QUICK_EDIT
I didn't mean it like that, it's just... well...
These are the things we know and do because we figured it out ourselves ages ago; Notepad and Ctrl+F, or Notepad++ and Ctrl+F and all that...
Thanks, i'll let you know if this trick works . QUICK_EDIT
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