Posted: Tue Jan 17, 2017 1:03 am Post subject:
New "nukes" not working properly
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
[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
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...
[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
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. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jan 18, 2017 6:23 am Post subject:
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... QUICK_EDIT
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) _________________
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 QUICK_EDIT
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