Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 12, 2024 11:35 pm
All times are UTC + 0
New "nukes" not working properly
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 17, 2017 1:03 am    Post subject:  New "nukes" not working properly Reply with quote  Mark this post and the followings unread

So, i have added new weapons with the type=multimisl
And the action=nuke

However, no matter what I change in Ares, they still leave lots of radiation and fall with the old giant nuke animations.
(this is even though I have changed the animations and negated the radiation)

I suspect it is related to "Nukemaker=yes" and the like, however, this is hardcoded! Otherwise, the anims will not work.

Quote:
On superweapons:
[MenemMislSW]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=2
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke

WeaponType=MenemMislCarrier
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes ;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2

SW.Damage=200
SW.ActivationSound=
SW.Warhead=MenemMislWH
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
SW.AITargeting=MultiMissile


On Weapons:

[MenemMislPayload]
Damage=250
Range=30
Projectile=V3MislDown  ;MultiMissile
Speed=10
RadLevel=0
Warhead=MenemMislWH
Report=

[MenemMislCarrier]
Projectile=V3MislUp
Speed=100
Warhead=MenemMislMaker
NukeMaker=yes


On projectiles:

[V3MislUp]
Arm=2
Shadow=no
Image=V3MSLUP
Acceleration=1
Vertical=yes ; Not a missile or a projectile.  Just go up until...
DetonationAltitude=20000 ; All this does is create the downward pointing one over the target
FirersPalette=yes

[V3MislDown]
Arm=2
Shadow=no
Image=V3MSLDN
Acceleration=1
Vertical=yes ; //like blimp bomb
DetonationAltitude=30000;
FirersPalette=yes


OnWarheads:

[MenemMislWH]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,80%,50%,80%,60%,50%,100%,75%,50%,80%,50%
Conventional=yes
Rocker=yes
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=TWLT100 ;MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=50%     ; Presumes air burst




before you ask, everything is added on lists... even things which shouldn't such as in animations:

619=V3MSLDN
620=V3MSLUP

In fact, the warhead triggers, because it displays the changed anim; the reduced damage too applies. But I still get a giant nuke and a radiated mess even though I explicitely changed it...



2017-01-16 21_37_55-Yuri's Revenge.png
 Description:
 Filesize:  356.49 KB
 Viewed:  6370 Time(s)

2017-01-16 21_37_55-Yuri's Revenge.png



_________________

Back to top
View user's profile Send private message Visit poster's website
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Jan 17, 2017 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Check NukePayload.

From the documentation: http://ares-developers.github.io/Ares-docs/new/superweapons/types/multimissile.html?highlight=[SuperWeapon]%E2%96%BANuke.Payload=
"[SuperWeapon]►Nuke.Payload= (Weapon)
The Weapon used to display the downward-pointing nuke and as default, if SW.Damage and SW.Warhead aren’t set. Defaults to NukePayload."

Spoiler (click here to read it):
[Nuke2Special];offmap nuke for the russians
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
;Range=7
;LineMultiplier=2
SW.Damage=500
SW.Warhead=NUKE
Nuke.Payload=NukePayload
Nuke.SiloLaunch=no
SW.Sound=NukeSiren
Message.Launch=NOSTR:Nuclear Missile Launched!!!
Message.FirerColor=yes
SW.CreateRadarEvent=yes
SW.Deferment=900
SW.RequiredHouses=Russians
Money.Amount=-2500

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

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Jan 17, 2017 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, it should be that. Though, if you set a warhead, it should use that for the actual detonation. For testing you could set Nuke.SiloLaunch=no and then set up the second "stage" of the SW. That's the downward pointing projectile and the detonation. If that works as expected, set that tag to yes again or remove it.

_________________

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jan 18, 2017 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Reading the manual helps  Razz

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jan 18, 2017 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

HOW DARE YOU DISMISS MOST ADVANCED MODDER WITH HEX EDIT AND ASSEMBLY KNOWLEDGE?! HE SAID IT SO, SO IT IS AN ARES BUG, WHICH NEEDS IMMEDIATE FIX, NOW!!!!!111!!!1

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Jan 19, 2017 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I never said it was an "ares bug". In fact I never said it was a bug at all. I came here for my code  to be corrected, otherwise I would have gone to the Ares github and reported it as a bug.

(altyhough it does show the "WeaponType=MenemMislPayload" is a bit useless, but maybe it already was in the original game)


Thanks to the helpful people.

(and not graion as he is as always an insufferable and useless ass)

_________________

Back to top
View user's profile Send private message Visit poster's website
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Jan 19, 2017 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy to.  Smile

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Wed Jan 10, 2024 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have got the same problem and i wonder if anyone ever actually got it to work at any point. it boils down to the warhead that it attached to the
weapon that is fired when the superweapon activates needing the tag 'nukemaker=yes' to work, else the firing anim plays but the superweapon
doesnt work. in short:
if the warhead has nukemaker=no , doesnt work at all
if the warhead has nukemaker=yes, causes a downward nuke anim for 1 frame and detonates a nuke on target

as for the tags Nuke.Payload= and SW.Warhead= which are supposed to go under the superweapon's header and control the 'down' projectile
and the superweapons warhead; they just do not work at all. setting them does nothing.

_________________
visit my moddb profile for .shp downloads and stuff

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1913s ][ Queries: 14 (0.0095s) ][ Debug on ]