Posted: Thu Jun 16, 2005 8:58 am Post subject:
how to make a REALLY working nuke
i know, there are several tuts about, but this one allows you to make a nuke EXACTLY like the one in RA2. even with the radiation effect
you can also make it flying up like in RA2, but then youll get some serios bugs (AI wont use it, the flying up frames are limited to 4)
to do that, just edit the PULSBALL.shp to a flying up nuke and make the weapon based on the EMPulseSpecial.
here is the code (based on the normal multi misile)
Weapon:
Code:
[NukeMissile]
Damage=1
ROF=1 ;;doesnt matter
Range=999 ; must be high, if you use it with EMP cannon. and no, in this case 255 isnt the limit!
Projectile=NukeProj
Speed=30 ; for delay between launch and impact
Warhead=NUCLEARWH
Report=ICBM1 ;you need an sound if you use it with EMP cannon
[NUCLEARWH2]
Spread=1
Wall=no
Wood=no
Verses=1%,1%,1%,1%,1% ;Just a dummy WH
Conventional=yes
Rocker=no
InfDeath=2
AnimList=NUKEDOWN ;falling nuke missile
Deform=0%
Tiberium=no
Sparky=no
Bright=no
ProneDamage=1% ;coz this is jut a dummy WH...
Art.ini
Code:
; falling nuke missile
[NUKEDOWN] ; use the one from RA2 or the one jah posted in SHP section
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0 ;-50.0
ExpireAnim=NUKEBOMB ; a fireball before the nuke explodes
Damage=5 ; should be 5 coz the explosion would cause the main damage.
DamageRadius=1
Warhead=AP
IsMeteor=true
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report=GAIRRAID ; use the one from RA2
;nukebomb
[NUKEBOMB]
Image=NUKEBALL ;use the one from RA2
Elasticity=0.0
MaxXYVel=0.5
MinZVel=0.5
ExpireAnim=NUKEFLASH ;youll see what i mean :twisted:
Damage=20
DamageRadius=2000
Warhead=Meteorite
LoopStart=0
LoopEnd=18
LoopCount=1
RandomRate=520,600
DetailLevel=0
Bouncer=yes
Spawns=NUKEDEBRI ;they will cause the ambient damage and the radiation field
SpawnCount=1500 ; more debris => more damage :twisted:
;nuke flash:
[NUKEFLASH] ;make a new animation (*)
Translucent=yes
Translucenty=75 ;or you wnt see anything
Next=NUKEANIM ;use the one from RA2
;nuke anim:
[NUKEANIM]
UseNormalLight=yes
Spawns=NUKEDEBRI
SpawnCount=500 ;just a second shock wave...
Damage=5000000 ; really high
DamageRadius=9999 ;really high
Warhead=HE
;nuke debri:
[NUKEDEBRI]
Image=INVISO ; or your PC would explode :wink:
Elasticity=0.0
MinZVel=16.0 ;40.0
MaxXYVel=140.0 ;130.0 ;18.0
ExpireAnim=RADFIELD ; the radiation field :twisted:
Damage=35
DamageRadius=100
Warhead=HE
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
[RADFIELD] ; you wont see any anim, but if you move throgh this area your unit would be damaged.
Surface=yes
Flat=yes
LoopCount=999
Damage=0.3
Translucent=yes
DamageRadius=999
Rate=200
(*)
to make this animation, go to paint shop (or whatever youre using) and make a new image with the size 900 x 700 (bigger as the resolution youre using in game)
save it as nukeflash 0000.pcx and as nukeflsh 0001.pcx, go to xcc mixer, choose anim.pal and turn it into an anim.
i spended more than a week to code a really working nuke - here it is. if you look at my nuke screenies here you can see: it works fine!
im too lazy to upload the anims, if you really need em (means if you dont have RA2) ill upload them if you request it.
no, coz if you add it to the nuke explosion, your game would screw up.
and if you use it as ExpireAnimation= the nuke would be shown just for half an second.
and Next= means thet the ring appears after the explosion.
and yes, i tried all these things! _________________ leader of the World War III TC for TS
Could you post the nuke explosion anims because I dont have psp to convert and it would be pain to download it again for a month. _________________ Live for the brotherhood!! QUICK_EDIT
Joined: 18 Jun 2005 Location: In battle against the heartless
Posted: Tue Jun 21, 2005 9:28 am Post subject:
how the hell do u get it to work? ive tried a few things and i dont seem to be able to get the nuke to work, i found the .shp file to get the nuke down bit put it into ecache02.mix put all the rules into rules.ini & art.ini, can sum1 please help me? _________________
'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not' QUICK_EDIT
Joined: 18 Jun 2005 Location: In battle against the heartless
Posted: Mon Jul 04, 2005 12:32 pm Post subject:
all i did was reduce the damage done and let the debris as they are just purely cus i like the nuke escpecialy since i use the soviets in RA2 and YR hehehehe ur giving me more reasons to play TS and FS _________________
'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not' QUICK_EDIT
the problem is that the debris fly horizontally... (or how ever its spelled) so they wont do any damage if theire stopped by an slope or something like that.
ofcourse you can make them fly ballistic, but then you wont have this nice blast effect.... _________________ leader of the World War III TC for TS
the problem is that the debris fly horizontally... (or how ever its spelled) so they wont do any damage if theire stopped by an slope or something like that.
ofcourse you can make them fly ballistic, but then you wont have this nice blast effect....
Now explain to me, what do you mean by "horisontal"? Debris always fly at arcing trajectory... _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Jul 25, 2005 7:29 am Post subject:
No.. It flies off in a strait line at a really high velocity...
If I go any further then I get all... talking about physics and shit... you dont want that.. trust me.. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
[NUKEDOWN]
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0 ;-50.0
ExpireAnim=NUKEBOMB ; a fireball before the nuke explodes
Damage=5 ; should be 5 coz the explosion would cause the main damage.
DamageRadius=1
Warhead=HE
IsMeteor=true
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report= ; use the one from RA2
;nukebomb
[NUKEBOMB]
Image=NUKEBALL ;use the one from RA2
Elasticity=0.0
MaxXYVel=0.5
MinZVel=0.5
ExpireAnim=NUKEFLASH ;youll see what i mean :twisted:
Damage=590
DamageRadius=2000
Warhead=Meteorite
LoopStart=0
LoopEnd=18
LoopCount=1
RandomRate=520,600
DetailLevel=0
Bouncer=yes
Spawns=NUKEDEBRI ;they will cause the ambient damage and the radiation field
SpawnCount=300 ; more debris => more damage :twisted:
;nuke flash:
[NUKEFLASH] ;make a new animation (*)
Translucent=yes
Translucenty=100 ;or you wnt see anything
Next=NUKEANIM ;use the one from RA2
;nuke anim:
[NUKEANIM]
UseNormalLight=yes
Spawns=NUKEDEBRI
SpawnCount=60 ;just a second shock wave...
Damage=700 ; really high
DamageRadius=9999 ;really high
Warhead=HE
;nuke debri:
[NUKEDEBRI]
Image=INVISO ; or your PC would explode :wink:
Elasticity=0.0
MinZVel=16.0 ;40.0
MaxXYVel=140.0 ;130.0 ;18.0
ExpireAnim=RADFIELD ; the radiation field :twisted:
Damage=50
DamageRadius=100
Warhead=HE
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
[RADFIELD] ; you wont see any anim, but if you move throgh this area your unit would be damaged.
Surface=yes
Flamer=yes
Flat=yes
LoopCount=999
Damage=0.3
Translucent=yes
DamageRadius=999
Rate=200
You have to add/edit code within the core ini files of the game, in this case the art.ini and rules.ini files. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Therefore, I would appreciate greatly if someone made a step by step process as to how to make this hilarious weapon to enlighten my mind and my military QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Apr 08, 2007 4:05 am Post subject:
Read the TS/RA2 moddiing section of the faq (specially the ini questions) and then, you'll certainly understand this tutorial:
http://www.ppmsite.com/index.php?go=ppmfaq QUICK_EDIT
Hmmm I don't think this nuke code immediately allows the EMP cannon to shoot the nuke. What code must we change to allow that? Do we change the SW action? _________________ Shana 0wns QUICK_EDIT
Serach for [EMPulseSpecial] in rules.ini (it's near the bottom). Under that there should be the tag RechargeTime=. Change that to change the recharge time. _________________ QUICK_EDIT
errr i don't mean that. What i'm saying is that the emp launcher will still shoot a emp cuz this ain't related to the emp in any way at all. I already know recharge time cuz a hobby of mine is switching hunter seeker recharge to .001 and watch the fireworks _________________ Shana 0wns QUICK_EDIT
What do you mean? :S It acts as a normal weapon? There is no charge time?
Btw a hobby is something which takes up a large portion of your time usually and you go out of your way ( not in all cases ) to do whatever hobby that is. _________________ QUICK_EDIT
I'm meaning that because none of the code is in any way related to the emp launcher (which it is supposed to be shot from) so it shouldn't be able to be shot from the emp.
I'm asking how to correctly code it to do so
Sorry but i've never coded sws before except for changing recharge times and damage
Yes doing the hunter seeker is my hobby cuz its so fun switch the view to the enemies base and watch the hunter seekers fly across. Usually there's like 5 on the screen _________________ Shana 0wns QUICK_EDIT
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