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Superweopon: Cooldown/timer, invinsibility and power
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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Sat Apr 22, 2006 11:50 pm    Post subject:  Superweopon: Cooldown/timer, invinsibility and power
Subject description: noob needs help :)
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hi guys,

i'm a noob at this and need some help, i am making a map, and its nigh imposibble to get to the middle. However in the middle is a Soviet Nuke. I need some help to make it the following (if possible)

Have its timer/cooldown set to about 10sec

Invunerable

Do extra damge


cheers,

gog.



PS is thier anyway to make a civilian have an awsome unit?

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Apr 23, 2006 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Damaga=number you want.

Armour=concrete
and Strenght=a very big number

Delay=time you want

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Apr 23, 2006 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't listen to what Gosho says.

Mind that due to game limitations you can't make that particular silo be invulnerable/faster firing than the standard nuke the AI/player builds. Any modification you make to it will affect the AI's/player's nuke in the same way. You might want to rethink this.


Map modification is done by opening the map file in notepad, wordpad or any other text editor and adding / editing the necessary code. I am providing the code needed for each of your modifications below. Just paste it in the very beginning of your map file.

Quote:
Have its timer/cooldown set to about 10sec

Code:
[NukeSpecial]
RechargeTime=0.16

RechargeTime is in minutes, 0.16 minutes is 10 seconds.

Quote:
Invunerable

Code:
[NAMISL]
Immune=yes


Quote:
Do extra damge

Code:
[NukePayload]
Damage=<amount of damage, default is 600>


Quote:
PS is thier anyway to make a civilian have an awsome unit?

Yes, check out other threads in this forum with titles like "adding a unit" or similar.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Apr 23, 2006 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the love of god, giving a nuke a 10 sec recharge time is like committing the lollercaust on RA2...but hey, its his mod.

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Mon Apr 24, 2006 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks a bunch!

i got another question though...

i made it possible to over take the nuke, which i can, however wen i over take it with an engineer, nothing happens!

-- superwepons are turned off

-- i havn't put in all that stuff u said aboe (putting in now)

thanks again, and hope u can answer my other question above Very Happy

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Apr 24, 2006 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if the SWs are off, what do you expect to happen? To make the nuke always available even if the SWs are turned off, use
Code:
[NukeSpecial]
DisableableFromShell=no
, but as usual, that affects the player buildable nuke as well.

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Mon Apr 24, 2006 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Well if the SWs are off, what do you expect to happen? To make the nuke always available even if the SWs are turned off, use
Code:
[NukeSpecial]
DisableableFromShell=no
, but as usual, that affects the player buildable nuke as well.


thanks, do u know anyway to make players not be able to build it?

this is still usefull as i can just tell players not to build one Smile so ty

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Apr 24, 2006 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

the AI itself you mean? or all players?

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Apr 24, 2006 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Just remove prerequists for it or set tech level to minus some number.

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Mon Apr 24, 2006 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

the codes dont work :S well thier not working for me Sad Sad

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Apr 25, 2006 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Attach the map so we can see how you entered the codes.

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Fri Apr 28, 2006 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

heh, i go here often, dont delete Smile

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Apr 28, 2006 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huh? What did you mean by that post?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Apr 28, 2006 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

There was a post by him, saying "ok I solved it you can delete this topic now hehee".
As if I would delete a topic on his whim. >_>

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Sat May 13, 2006 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

lol

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