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What weapon does the NukeSpecial use???
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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Mon Dec 28, 2009 6:25 am    Post subject:  What weapon does the NukeSpecial use??? Reply with quote  Mark this post and the followings unread

What is the weapon that it uses? I still can't figure it out... It's not NukePayload nor the NukeBomb, and AtomDamage is obsolete.... so what is it???

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Dec 28, 2009 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It is NukePayload.

[NukePayload]
Damage=600
Range=30
Projectile=GiantNukeDown ;MultiMissile
Speed=10
RadLevel=500
Warhead=NUKE
Report=

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Mon Dec 28, 2009 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Impossible... really?

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Dec 28, 2009 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it's part of it, look for GiantNukeUp and you will see what I mean.

It's a multi stage weapon, called by a super weapon.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Mon Dec 28, 2009 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... I've always thought that only the Soviet Nuclear Reactor uses that... well they do require building to use it for a deathweapon, but Mig Eater said it wasn't true, and that he didn't need one for it to work. What uses NukeBomb then? Just an obsolete weapon?

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Dec 28, 2009 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, what are you trying to make? also add to messenger I can help you more effectively there.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Mon Dec 28, 2009 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh nothing specific, just making the nuke a little more interesting... if NukePayload is the weapon, I'll just give NANRCT a different DeathWeapon, and give some other dummy structure DeathWeapon=NukePayload and see what I can do. Thanks for your help.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Dec 28, 2009 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think NukePayload needs to be declared as it is called straight from the hardcoded exe. Confused

Nuke works by first calling NukeCarrier weapon which creates going up missile and then nukemaker=yes sets in to call the NukePayload weapon which brings the downward missile down to target.

Nukebomb seems totally redundant weapon entry.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Dec 28, 2009 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, Right. I'll just stick to pixels then. Laughing

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Mon Dec 28, 2009 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
I don't think NukePayload needs to be declared as it is called straight from the hardcoded exe. Confused

It does need to be declared since the Nuke Reactor uses it as its DeathWeapon. You know what happens when you fire a weapon that doesn't exist.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Mon Dec 28, 2009 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have noticed that somewhere in [Generals] is declared that the warhead used by the falling nuke missile is [Nuke], but the warhead is actually [NUKE]... why is that?

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Tue Dec 29, 2009 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Westwood was a bunch of silly bitches. That's why.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Dec 29, 2009 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Westwood was a bunch of silly bitches. That's why.

Yeah, as many good ideas they might have had, as many silly mistakes they made. I'm not that much into RA2/YR modding, but in TS alone there are truckloads of things that made me go "WTF how could they NOT have noticed that? And it could have been fixed within seconds! OMG..."

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Crap Guy
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Joined: 07 Dec 2009
Location: ???

PostPosted: Wed Dec 30, 2009 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Westwood was a bunch of silly bitches. That's why.


Yeah but better than EA. Rolling Eyes

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Dec 31, 2009 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

both ea and westwood has the same problems imo. :/ have a game engine that does tons of stuff, and only use a fraction of it xD

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