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 Jun 13, 2025 4:10 am
All times are UTC + 0
Nuclear Warhead On Sub ?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Wed May 28, 2025 8:22 am    Post subject:  Nuclear Warhead On Sub ? Reply with quote  Mark this post and the followings unread

I know that this was posted sometime ago but don't remeber when.
I tried to put a nuke on the sub's ballistic missile but nothing happens, no mushroom cloud, no blast damage or radiation.

But this same warhead on a truck bomb wipes out 90% of a base.


[DetonatorWH]
CellSpread=11
PercentAtMax=1.0 ;was .25
Verses=300%,300%,300%,300%,200%,50%,80%,150%,10%,100%,100%
InfDeath=7
Sparky=no
Fire=yes
Rocker=yes
Tiberium=yes
;AnimList=EXPLONAPAL
;AnimList=MININUKE,DEMTEXP,NAPALM
AnimList=NUKEANIM
Particle=NuclearFireSys
Deform=60%
ProneDamage=75%
;DebrisAnims=DBRIS2LG,DBRIS3LG,DBRIS5LG,DBRIS7LG,DBRIS9LG; wow4ik
MaxDebris=88
Radiation=yes

[TacticalNuclearMissile]
Damage=1000;35
ROF=125
Burst=1
Range=175
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=DetonatorWH
RadLevel=900
OmniFire=yes
Report=BoomerAttack1
DecloakToFire=yes

_________________
Strange...As strange as it may seem, I'm still, up here...floating.
And no one seems to notice.

Back to top
View user's profile Send private message
silverwind
Missile Trooper


Joined: 11 Jun 2016

PostPosted: Wed May 28, 2025 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this supposed to spawn a custom missile? Because it's trying to, with Spawner=yes.

Back to top
View user's profile Send private message
adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Wed May 28, 2025 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, its not a custom missile. Its the same unmodded missile from the original game, I just switched the warhead.

The missile had a warhead called SPECIAL and I switched it with the warhead from a bomb truck and the warhead works on the bomb truck, but I don't know why it won't work on the sub's missile.

If you try to use this code, delete Particle=NuclearFireSys  so you don't get an error because you may not have this Sys in your game.

_________________
Strange...As strange as it may seem, I'm still, up here...floating.
And no one seems to notice.

Back to top
View user's profile Send private message
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Wed May 28, 2025 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could it be that your submarine has NavalTargeting and LandTargeting?

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu May 29, 2025 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

The warhead used by the boomer submarine's missiles is [CMISLWH], which is set by the CMislWarhead= tag in the [CombatDamage] section.

The [CruiseLauncher] weapon and its Special warhead is just used for basic targeting.

You can't make vanilla spawned missiles produce Radiation because the tag RadLevel= goes on the weapon code but spawned missiles dont use a weapon, they just trigger the warhead at the point of impact.

You can use the Ares custom missiles to make the missile use a weapon and thus radiation tho.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 29, 2025 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You could just make an arcing missile that isn't spawned.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
wow4ik81
Grenadier


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Thu May 29, 2025 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

here Adam, try this variant, this Boomer destroys buildings with DMISL missiles and can attack submarines, you can customize the warheads according to your ideas.


[ADAMSUB]
UIName=Name:BSUB
Name=Adamstrange Boomer Submarine
Image=BSUB
Prerequisite=YAYARD,RADAR
Primary=CruiseLauncher
ElitePrimary=CruiseLauncherE
Secondary=DSubTorpedo
EliteSecondary=DSubTorpedoE
FireAngle=32
Spawns=DMISL
SpawnsNumber=1
SpawnRegenRate=80
SpawnReloadRate=0
NoSpawnAlt=no
;CanPassiveAquire=no
ToProtect=yes
Category=AFV
Strength=1200
Naval=yes
Armor=heavy
TechLevel=10
Underwater=yes
Sight=8
Speed=5
Sensors=yes
SensorsSight=4
LandTargeting=0; Primary, Land is okay
NavalTargeting=1; Use Secondary weapon against underwater
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
Cost=2000
Soylent=2000
Turret=no
ROT=2
Crusher=no
Crewed=no
Weight=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=BoomerSelect
VoiceMove=BoomerMove
VoiceAttack=BoomerAttackWaterCommand
;VoiceFeedback=
;VoiceSinking=
DieSound=GenSmallWaterDie
MoveSound=BoomerMoveStart
DamageSound=GenVehicleDamage
CreateSound=BoomerAttackLandCommand
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
Accelerates=yes
Cloakable=yes
CloakingSpeed=1
Trainable=yes
VeteranAbilities=SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF; SELF_HEAL
TooBigToFitUnderBridge=yes
Size=20
ImmuneToRadiation=yes
AllowedToStartInMultiplayer=no
ThreatPosed=20
RadarInvisible=yes

[CruiseLauncher]
Damage=50
ROF=50
Burst=1
Range=25
MinimumRange=6; [8]
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Cruise_SpecialWH
OmniFire=yes
Report=BoomerAttack1
RevealOnFire=no
DecloakToFire=no
TerrainFire=yes

[Cruise_SpecialWH];[WHL]
CellSpread=1.5
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=0%,0%,0%,0%,0%,0%,85%,65%,28%,0%,0%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%
EMEffect=yes

[CruiseLauncherE]
Damage=50
ROF=50
Burst=1
Range=25
MinimumRange=6; [8]
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Cruise_SpecialEWH
OmniFire=yes
Report=BoomerAttack1
RevealOnFire=no
DecloakToFire=no
TerrainFire=yes

[Cruise_SpecialEWH];[WHL]
CellSpread=3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=0%,0%,0%,0%,0%,0%,85%,65%,28%,0%,0%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%

[DSubTorpedo]
Damage=50
ROF=120
Range=7
Speed=25
Projectile=Torpedo
Warhead=DSubTWH
Report=BoomerAttack2
DecloakToFire=no
Burst=2
;Bright=yes

[DSubTorpedoE]
Damage=100
ROF=120
Range=7
Speed=25
Projectile=Torpedo
Warhead=DSubTWH
Report=BoomerAttack2
DecloakToFire=no
Burst=2
;Bright=yes

[DSubTWH];[WHL]
CellSpread=.5
PercentAtMax=.8
Verses=55%,50%,45%,75%,100%,100%,0%,0%,0%,25%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=80%; [50%]
EMEffect=yes
Bright=yes
CombatLightSize=55%
CLDisableGreen=yes
CLDisableBlue=yes
CLDisableRed=no

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 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: 0.1795s ][ Queries: 11 (0.0081s) ][ Debug on ]