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 Forum index » Other Projects » Released » NCM Revolution
Help with adding new airburst weapons!
Moderators: Triforce
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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu May 10, 2007 2:47 am    Post subject:  Help with adding new airburst weapons! Reply with quote

Hey all, I need some figuring out why my new air-burst weapons will not work.
I've added two other new ones without problems, but any attempts to add more fail. I cloned the WEEDGUY settings and they have worked for the other two, so I made another clone and have been trying to add the new weaps there. I can make new airburst weapons work only if I use the existing working ones. (the second stage)

Heres one I made that works:

; =NCM Super Weapon=

; ICBM missile launcher
[ICBMLauncher]
Damage=1500
ROF=1 ; 0
Range=255
Projectile=ICBMMissile
Speed=30
Warhead=ICBMWH
Report=ICBM1

; ICBM Radiation Spread
[ICBMCluster]
Damage=30
ROF=80
Range=12
Projectile=HeatSeekerI
Speed=20
Warhead=ICBMWH2
Burst=2

Projectiles:

; ICBM Missile
[ICBMMissile]
Arm=2
High=yes
VeryHigh=yes
Cluster=25
Proximity=yes
Ranged=yes
AA=no
Image=MISLCHEM
ROT=4
Color=Black
Airburst=yes
AirburstWeapon=ICBMCluster
IgnoresFirestorm=yes

; Invisable Small Homing Missile ( For ICBM & Hunter-Seeker )
[HeatSeekerI]
Inviso=yes
Image=none
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
ROT=8

Warheads:

[ICBMWH]
Spread=5
Verses=100%,150%,150%,150%,100%
InfDeath=5
Wood=yes
Wall=yes
Fire=yes
Deform=100%
Sparky=yes
ProneDamage=150%
DeformThreshhold=120
Tiberium=yes
Bright=yes
Conventional=yes
Rocker=yes
AnimList=NUKEANIM

[ICBMWH2]
Spread=5
Verses=100%,45%,35%,25%,10%
InfDeath=5
Wood=yes
Wall=yes
Fire=yes
Deform=100%
Sparky=yes
ProneDamage=150%
DeformThreshhold=120
Tiberium=yes
Bright=yes
Conventional=yes
Rocker=yes
AnimList=DEMTEXP

Heres the new one for the Hunter-Seeker:

; Hunter-Seeker Weapon
[Seekerbomb]
Damage=250
ROF=1
Range=3
Projectile=SeekCluster
Speed=100
Warhead=HE
Report=EXPLOMED

; Hunter-Seeker Airburst
[SeekBurst]
Damage=250
Burst=1
ROF=1
Projectile=HeatSeekerI
Speed=100
Warhead=HE
Range=3

Projectiles:

; Hunter-Seeker Invis Projectile
[SeekCluster]
Inviso=yes
Image=none
Arm=2
High=yes
VeryHigh=yes
Shadow=no
Proximity=yes
Cluster=10 ; number of small missiles to launch
Ranged=yes
AA=no
ROT=1
Airburst=yes
AirburstWeapon=SeekBurst
IgnoresFirestorm=yes

Warheads:

; high explosive (shrapnel) (defualt TS warhead)
[HE]
Spread=4
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28% ; changed conc from 10%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=45%
DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70% ; Presumes air burst

Both use a cloned WEEDGUY setting.
Anyone see a mistake I made?

Triforce
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djohe
Cyborg Artillery


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Thu May 10, 2007 7:59 am    Post subject: Reply with quote

The long answer with full explenation (go to bottom for the short answer):
Triforce I believe you have the same problem that I wrote about in this thread:

http://www.ppmsite.com/forum/viewtopic.php?highlight=airburst&t=14087

I think you cant have invisible airbursts (the Inviso=yes and Image=none tags).

From what I have tested earlier when modding TibSun ROT= does not even affect invisible projectiles and the Speed= also does not have any effect at all on Invisible projectiles.

Little known facts: The Speed=90 on [120mm] actually has no effect at all Laughing and Invisible2 projectile for the Harpy only keeps the harpy from doing the bombing run.

Try instead giving the [HeatSeekerI] and [SeekCluster] a image= to a shp file that has the right amount of frames but has nothing in the frames (like if it was invisible). Then I believe you can trick the game that you have a fully working heat seeker that will behave like the ones with a visible image and not crash the game.

The short answer: Make a shp file with 32 frames but nothing in them and put it on your two invisible projectiles and remove Inviso=yes from them.

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu May 10, 2007 7:58 pm    Post subject: Reply with quote

Interesting, I believe my last attempt also involved invisible projectiles, so this may be the answer I needed. I'll go try it out. Thanks!

Triforce
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Thu May 10, 2007 9:28 pm    Post subject: Reply with quote

Also don't forget the WEEDGUY-type hack Wink

airbursts won't work unless you make a non-buildable unit and give the airbust weapon to it
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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu May 10, 2007 9:52 pm    Post subject: Reply with quote

lol, I found my problem:

; Hunter Seeker Deployed
[DEMODRONE]
Name=Deployed Hunter Seeker
TechLevel=-1
Strength=5
Primary= <<<<<<<<<<<<<<<<<<<<<<<<<<<!
Sight=5
Points=50
Cost=800
Armor=none
TickTank=yes
Turret=yes
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
MaxDebris=5
Power=0
BaseNormal=no
Powered=false
TogglePower=no
Crewed=no
UndeploysInto=GHUNTER
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=500, 500, 400
ThreatPosed=100
SpecialThreatValue=0
HasStupidGuardMode=false
Nominal=yes

Always helps to actually attach the weapon to unit thats going to fire it.

Looks like I win the stupid problem of the day award! Go me!

Triforce
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Thu May 10, 2007 11:20 pm    Post subject: Reply with quote

LOL

So everything's tested and good to go then?
_________________
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Tiberian Odyssey mapping department
The Team Black Index - Steam: TeamBlack aka BeastMode

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