Posted: Mon Feb 23, 2009 6:15 am Post subject:
Question about buildings,etc...
Hello again users, as some of yours know,, "the third war" mod has a upgrade for it power/tesla/bio plants/rector that get to then lots of power but they start to lose life with the time, someone know how he do that?
Anyway, thos days, i was tring to after the tesla rector explodes, it expreads radiation(custom one) but i failed it, someone can see what is wrong?
[NAPOWR]
UIName=Name:NAPOWR
Name=Soviet Tesla Reactor
BuildCat=Power
Prerequisite=NACNST
Strength=750
Armor=wood
TechLevel=1
Sight=4
Adjacent=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Brazil,Soviets,NorthKorea,China
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=150
DeathWeapon=TeslaReactExplo
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,tstlexp
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes
Upgrades=1
[TeslaRadSite]
CellSpread=4
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=5;
Sparky=no
Tiberium=yes
IsRadEruption=yes
IsCustomColor=yes ;Tells the game to use your specified colour
RadColor=0,128,192 ;RGB. Defaults to the RadColor specified in the [Radiation] section.
that is the tesla reactor code but i don't know why it won't expreads radiation!
Anyway, i maded a little time ago, a nuclear boomer missiles SW, but then when i send then it won't happens nothing, but why?
[NUKE]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
;ShakeXlo=4
;ShakeXhi=4
;ShakeYlo=20
;ShakeYhi=20
i know is some shi* i maded, but i don't know why! QUICK_EDIT
You have some tags in the WH, which should be in the weapon.
I'll be looking at the SW later...
Quote:
[TeslaRadSite]
CellSpread=4
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=5;
Sparky=no
Tiberium=yes
IsRadEruption=yes ;MOVE TO WEAPON
IsCustomColor=yes ;MOVE TO WEAPON
RadColor=0,128,192 ;MOVE TO WEAPON
1. a upgrade is a animation, you can attach dmg to a animation e.g.
So your upgrade in rules uses
Image=POWERMEUP
and in art it would ready something like
[POWERMEUP]
Damage=50
you can also add a looping report sound to the anim to indicate dmg is going on, e.g. some overloading sound
2. airstrike logic in npatch is based off the spyplane which doesn't allow spawned missiles. also spawned missile logic is special. Thus the closest you can get is:
I checked the except and it came back to the Spy Plane logic. Whatever launched it doesn't have a valid Range or the primary is missing.
Likely the latter. QUICK_EDIT
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