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Meteor Storm SW
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Xeno
Grenadier


Joined: 26 Jul 2005

PostPosted: Sun Mar 26, 2006 7:00 pm    Post subject:  Meteor Storm SW
Subject description: Help Required
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First of all, i know that this question (or ones similar) have been asked many a times. But Im in the need of help with trying to perfect and get a working Meteor SW.

So far i have managed all the simple shit. But i was also wondering whether it is possible to make it so you can target where it hits, rather then just doing the Release.

I've read the tutorial on converting the EMP Cannon into a meteor superweapon, but is there a way of soing it without sacraficing that?


Help me please.


Xeno

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w00t
Medic


Joined: 29 Jan 2006
Location: Canada~

PostPosted: Sun Mar 26, 2006 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make a new building which has a superweapon based on the EMP Shockwave.

I mean, instead of sacrificing the EMP, just make a new one and both will work

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Mon Mar 27, 2006 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I replaced the NOD multimissile with what I like to call Hell's I.C.B.M. The clusters impact anim is a meteor each. I find it more enjoyable than the original cluster missile. It can be done with the Chemical Missile, too. Ya know, with the exception of the Drop Pods (maybe not; I'm not sure yet), you can make any superweapon into a meteor storm superweapon. It all depends on which superweapon you want to throw out.

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Phatdaddymac99
Cyborg Soldier


Joined: 07 May 2005
Location: UK

PostPosted: Mon Mar 27, 2006 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Or you could replace the emp superweapon then make a new weapon for the emp.
You just have to change the following:

[NAPULS]
;EMPulseCannon=yes <change to this or delete it
;SuperWeapon=EMPulseSpecial < change to this or delete it
Primary=NewEMPulseWeapon
Maybe also give it a buildlimit of 2 or 3

[NewEMPulseWeapon]
Damage=600
ROF=2000 ;Or something big around this
Speed=25
Warhead=NewEMPuls
Projectile=PulsPr2
Range=30 ; maybe shorten this to 25 or 20
Report=PLSECAN2
Lobber=yes

; EM Pulse cannon warhead.
[NewEMPuls]
Spread=6
EMEffect=yes
AnimList=PULSEFX1

and there now you can use emp special to change into meteor storm, and have a weapon with long reload time that acts just like EMP

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