Posted: Sat Jul 15, 2006 4:19 pm Post subject:
Targetable Meteor Shower/Storm -whatever
Subject description: ...
Since my TS mod doesn't use EMP anymore I decided to make a random superweapon out of it, and it worked! If you still want EMP in your mod, improvise before copying this stuff to your rules.ini.
Code:
;dont forget to add this to your buildingtypes list.
[NAMET];add
Name=Meteor Control Center ;or whatever name.
Strength=1000
Image=NAPULS ;anything is fine i guess
Armor=wood
Prerequisite=NATMPL,NATECH
TechLevel=6
Sight=8
Adjacent=2
Owner=Nod
Cost=3000
Turret=yes
Points=50
Power=-300
Sensors=yes
Crewed=yes
ROT=12
EMPulseCannon=yes
SuperWeapon=EMPulseSpecial
Primary=EMPulseWeapon
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=25
TurretAnim=PULSCAN
TurretAnimIsVoxel=true
TurretAnimY=7
TurretAnimX=1
TurretAnimZAdjust=-100
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=350, 125, 100
HasStupidGuardMode=false
;weapon
[EMPulseWeapon];edit
Damage=30 ; Damage is duration for EM Pulse
ROF=1
Speed=100
Warhead=Slimer2
Projectile=PulsPr
Range=500 ; was 30
Lobber=yes
Report=PLSECAN2
[PulsPr];edit
High=yes
;Image=PULSBALL ;Inviso=yes works too i think
Cluster=12 ;8
Airburst=yes
AirburstWeapon=MeteorCluster
;AIRBURST WEAP [[[[[NOTE YOU MUST GIVE THIS WEAPON TO A DUMMY UNIT OR ELSE YOU GET AN IE.]]]]]
[MeteorCluster];add
Damage=30
ROF=80
Range=6 ; the meteors need some space
Projectile=HeatSeeker ;or make an invisible one
Speed=20
Warhead=Slimer2
Burst=2
Report=MISL1
;WARHEAD
[Slimer2];add ;copied the first WH I got my eyes into
Spread=1
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28% ; changed conc from 10%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=MetLarge ;where the magic happens
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70% ; Presumes air burst
Report=PLSECAN2
Now go over to the art.ini and search for METLARGE
Question: Would this work, and would it be effective:
The airburst weapon airbursts. Think about it, think Asteroids: Meteors split into smaller ones when destroyed... I always wondered if it would work. QUICK_EDIT
Posted: Thu Sep 27, 2007 5:47 pm Post subject:
How do we give this weapon to infantry unit ? (eg. Tratos)
Hi,
How do we give this weapon to infantry unit ? (eg. Tratos) _________________ "You got model "stolen", and yu'r reputation skyrockets..."
model's "stealing" company QUICK_EDIT
Posted: Sun Oct 28, 2007 2:43 am Post subject:
this is it
[EMPulseWeapon];edit
Damage=30 ; Damage is duration for EM Pulse
ROF=1
Speed=100
Warhead=Slimer2
Projectile=PulsPr
Range=500 ; was 30
Lobber=yes
Report=PLSECAN2 QUICK_EDIT
it should work by giving him the weapon, im not sure why it isn't working..
and why would you want to give him a meteor shower weapon?
he just points and bam! here comes a meteor _________________ Please, read the signature rules of the forum. QUICK_EDIT
did you add the meteor stuff to your .ini or did you just change one line in tratos to read EMPulseWeapon? _________________ Please, read the signature rules of the forum. QUICK_EDIT
I no longer have my old mod where I coded this in (new computer, and the mod was 2 years old) so I don't have the screenie of it in action.. but it does work, if it doesn't work for you then it's YOUR faulty coding not mine.
For the MeteorCluster you have to give it to a dummy unit or else you will get an IE AFAIK.
Fixed @ first post + sorry for bump _________________
ayylmao on Discord QUICK_EDIT
Give a unit a meteor weapon? That should be easy enough (If I didnt understand it wrong)
Code:
;Warhead for the Meteorits (not nesessary)
[Meteorite]
Spread=0
Verses=100%,100%,100%,100%,100%
InfDeath=5
Tiberium=no
ProneDamage=200%
;Warhead for the weapon
[METEORWH]
Spread=6
Wood=yes
Verses=100%,100%,100%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=4
AnimList=MetLarge
Deform=0% ;change it if you want
DeformThreshhold=0 ;change it if you want
Bright=yes
ProneDamage=150%
Particle=LGSparkSys
Clone this. Also change the warhead-animationslist for the meteor weapon above, so there stands METLARGE2 insteed of METLARGE
Code:
[METLARGE2]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=5000000 ;It shouldn't make so many damage, should it?
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI ;It could spawn something else - like METDEBRI2 *
SpawnCount=9 ;should it spawn more then 9 little Meteorits?
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1
Don't forget to add this to the [Animations] List
Code:
*
[METDEBRI2]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT070
Damage=40 ;how much damage should make this?
DamageRadius=100
Warhead=Meteorite
IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
TiberiumSpreadRadius=10 ;which radius should have the tiberium?
TiberiumSpawnType=TIB01 ;which Tiberium should be spawned?
Report=METHIT1
Sorry, if I understanded something wrong... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Question: Would this work, and would it be effective:
The airburst weapon airbursts. Think about it, think Asteroids: Meteors split into smaller ones when destroyed... I always wondered if it would work.
You have to realize that the meteors are just a specialized type of debris. They can be used on ANY warhead. However you can't make a meteor split off into smaller ones. Why? Because the meteor is not the projectile silly, it's a DEBRIS!
That's why it just looked like tons of smaller meteors were coming down instead. The main meteor weapon (which has an invisible projectile) airbursted into mini-meteor weapons (which also have invisible projectiles). These hit the ground (invisibly) and spawn the small meteors as debris, which look like meteors raining down because of special drawing logic that is applied when a debris has Meteor=yes. _________________
sure, just change the HS weapon [SuicideBomb] and give it this way a meteor strike.
Though the target is still chosen by the HS and you can't pick the target yourself. _________________ SHP Artist of Twisted Insurrection: Nod buildings
sure, just change the HS weapon [SuicideBomb] and give it this way a meteor strike.
Though the target is still chosen by the HS and you can't pick the target yourself.
Thats okay, maybe the fact that you can't choose the target makes it a bit more balanced. Also, the AI will fire it automatically, which is a good thing.
BTW, why did Westwood not programm the AI to use EMP or Firestorm Defense ? Was it not possible at that time ? QUICK_EDIT
;WARHEAD
[Slimer2];add ;copied the first WH I got my eyes into
Spread=1
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28% ; changed conc from 10%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=MetLarge ;where the magic happens
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70% ; Presumes air burst
Report=PLSECAN2
;Copy of the above lol
[InivisibleMeteorProjectile]
Inviso=yes
Image=none
Cluster=12 ;8
Airburst=yes
AirburstWeapon=MeteorCluster
;AIRBURST WEAP [[[[[NOTE YOU MUST GIVE THIS WEAPON TO A DUMMY UNIT OR ELSE YOU GET AN IE.]]]]]
[MeteorCluster];add
Damage=30
ROF=80
Range=6 ; the meteors need some space
Projectile=HeatSeeker ;or make an invisible one
Speed=20
Warhead=Slimer2
Burst=2
Report=MISL1
The result of these codes is that the Hunter Seeker starts, approaches the target, destroys it, GOES TO THE NEXT TARGET, and the destroys the second target + itself. No meteorites at all. What is wrong ? QUICK_EDIT
oh wait, it could be the special HS logic which doesn't makes use of the weapon. (but for testing raise the range of the suicide weapon to see if it's fired at all)
If the weapon isn't used, change the HS Explosion anim to a meteor.
\EDIT
yep, special HS logic doesn't makes use of the Warheads AnimList key. (just tested)
Thus you have give the HS "Explosion" key directly the meteoranim METLARGE. Though with some art.ini debris trickery you can still do a massive meteor shower. Just check out how one meteor spawns the debris and use this technique to spawn more than one meteor.
Then you can also have small and large meteors in a mixed shower, which you can't have with the inital version of this tutorial.
meteorshower.gif
Description:
small grey circles show small meteor impact point big grey circles show big meteor impact points
If \EDIT
yep, special HS logic doesn't makes use of the Warheads AnimList key. (just tested)
Thus you have give the HS "Explosion" key directly the meteoranim METLARGE. Though with some art.ini debris trickery you can still do a massive meteor shower. Just check out how one meteor spawns the debris and use this technique to spawn more than one meteor.
Then you can also have small and large meteors in a mixed shower, which you can't have with the inital version of this tutorial.
small grey circles show small meteor impact point
big grey circles show big meteor impact points
Those gave me an idea of small target pointers that would appear on the ground, showing where the meteors would hit. With a proper delay between the target pointer appearing and the actual meteor crashing, a quick player could react to the threat by moving his units away/selling buildings. This could balance out the massive firepower of the weapon.
It also reminds me one of the multi-missile's original functions. It was supposed to be a tactical nuclear weapon that would display pointers around the target to the opposing player (if he/she had a Threat Rating Node installed). Those pointers would show targets which the missile might hit. _________________
This works fine, but the problem I have is that the Meteors are not going down simultaneously. First, a Large Metero approaches, then the 6 METLARGE2 meteors, at last the small meteors. Can I have them impact simultaneously ? I tried Spawns=METLARGE,METSMALL; but it seems you can only have one animation with the Spawns= key. QUICK_EDIT
Oh, and can I change the SHP of the Hunter-Seeker, or will the game crash if I try to do it ? I see no reason why it should, but then I don't really know the special HS logic stuff QUICK_EDIT
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