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 Forum index » Modding Central » Media Hut » SHPs
Nuke missile animation
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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun Jun 05, 2005 11:56 am    Post subject:  Nuke missile animation Reply with quote

Launch anim and the descending anim. I post it here because I gave up and couldnt code it right.


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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jun 05, 2005 12:04 pm    Post subject: Reply with quote

I love `em. They're great. Are they remapable? Or it's impossible?

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sun Jun 05, 2005 1:12 pm    Post subject: Reply with quote

dude, the coding is really no problem... for flying up, just edit the first frames of PULSBALL and use the EMP cannon for the superweapon...
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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun Jun 05, 2005 1:23 pm    Post subject: Reply with quote

i know... i mean the descending.
i tried to copy the metlarge but the game crashed...
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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sun Jun 05, 2005 1:28 pm    Post subject: Reply with quote

Code:
; Falling Nuke Missile
[NUKEDOWN] ;use the one from RA2 or your own
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0  ;-50.0
ExpireAnim=NUKEANIM
Damage=5000000
DamageRadius=5000
Warhead=HE
IsMeteor=true
Spawns=SHOCKWAVE_HACK ;remember?
SpawnCount=600
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report=GAIRRAID ;use the one from RA2


[SHOCKWAVE_HACK]
Image=INVISO
Elasticity=0.0
MinZVel=10.0 ;40.0
MaxXYVel=170.0 ;130.0 ;18.0
ExpireAnim=ThisAnimDoesNotExist ;so its invisible when it impacts
Damage=45
DamageRadius=100
Warhead=HE ;TankOGas
;IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

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