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 Tue Mar 19, 2024 2:39 am
All times are UTC + 0
how to make a REALLY working nuke
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [31 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Worm4981
Cyborg Specialist


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

PostPosted: Thu Jun 16, 2005 8:58 am    Post subject:  how to make a REALLY working nuke Reply with quote  Mark this post and the followings unread

i know, there are several tuts about, but this one allows you to make a nuke EXACTLY like the one in RA2. even with the radiation effect  Smile

you can also make it flying up like in RA2, but then youll get some serios bugs (AI wont use it, the flying up frames are limited to 4)
to do that, just edit the PULSBALL.shp to a flying up nuke and make the weapon based on the EMPulseSpecial.

here is the code (based on the normal multi misile)

Weapon:
Code:

[NukeMissile]
Damage=1
ROF=1 ;;doesnt matter
Range=999 ; must be high, if you use it with EMP cannon. and no, in this case 255 isnt the limit!
Projectile=NukeProj
Speed=30 ; for delay between launch and impact
Warhead=NUCLEARWH
Report=ICBM1  ;you need an sound if you use it with EMP cannon

[NukeProj]
Arm=2
High=yes
VeryHigh=yes
Shadow=no
Proximity=yes
AA=no
Image=None
ROT=4
Color=DarkGreen
IgnoresFirestorm=yes



Warhead:
Code:

[NUCLEARWH2]
Spread=1
Wall=no
Wood=no
Verses=1%,1%,1%,1%,1%   ;Just a dummy WH
Conventional=yes
Rocker=no
InfDeath=2
AnimList=NUKEDOWN     ;falling nuke missile
Deform=0%
Tiberium=no
Sparky=no
Bright=no
ProneDamage=1%     ;coz this is jut a dummy WH...


Art.ini

Code:


; falling nuke missile
[NUKEDOWN]  ; use the one from RA2 or the one jah posted in SHP section
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0  ;-50.0
ExpireAnim=NUKEBOMB ; a fireball before the nuke explodes
Damage=5 ; should be 5 coz the explosion would cause the main damage.
DamageRadius=1
Warhead=AP
IsMeteor=true
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report=GAIRRAID ; use the one from RA2

;nukebomb
[NUKEBOMB]
Image=NUKEBALL ;use the one from RA2
Elasticity=0.0
MaxXYVel=0.5
MinZVel=0.5
ExpireAnim=NUKEFLASH ;youll see what i mean :twisted:
Damage=20
DamageRadius=2000
Warhead=Meteorite
LoopStart=0
LoopEnd=18
LoopCount=1
RandomRate=520,600
DetailLevel=0
Bouncer=yes
Spawns=NUKEDEBRI ;they will cause the ambient damage and the radiation field
SpawnCount=1500 ; more debris => more damage :twisted:

;nuke flash:
[NUKEFLASH]  ;make a new animation (*)
Translucent=yes
Translucenty=75 ;or you wnt see anything
Next=NUKEANIM ;use the one from RA2

;nuke anim:
[NUKEANIM]
UseNormalLight=yes
Spawns=NUKEDEBRI
SpawnCount=500  ;just a second shock wave...
Damage=5000000 ; really high
DamageRadius=9999 ;really high
Warhead=HE

;nuke debri:
[NUKEDEBRI]
Image=INVISO ; or your PC would explode :wink:
Elasticity=0.0
MinZVel=16.0 ;40.0
MaxXYVel=140.0 ;130.0 ;18.0
ExpireAnim=RADFIELD ; the radiation field :twisted:
Damage=35
DamageRadius=100
Warhead=HE
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

[RADFIELD]  ; you wont see any anim, but if you move throgh this area your unit would be damaged.
Surface=yes
Flat=yes
LoopCount=999
Damage=0.3
Translucent=yes
DamageRadius=999
Rate=200


(*)
to make this animation, go to paint shop (or whatever youre using) and make a new image with the size 900 x 700 (bigger as the resolution youre using in game)

save it as  nukeflash 0000.pcx and as nukeflsh 0001.pcx, go to xcc mixer, choose anim.pal and turn it into an anim.



i spended more than a week to code a really working nuke - here it is. if you look at my nuke screenies here you can see: it works fine!

im too lazy to upload the anims, if you really need em (means if you dont have RA2) ill upload them if you request it.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 16, 2005 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice tutorial you made here worm! Wink And now, it's trying time!
WTF? I cant remove my posts.

Back to top
View user's profile Send private message
Worm4981
Cyborg Specialist


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

PostPosted: Thu Jun 16, 2005 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

i already tested it for me Wink

you can see the results here:


_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Thu Jun 16, 2005 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 17, 2005 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Has anyone ever made a nuke anim that has a big ring of fire coming from the center, like a real nuke?

Back to top
View user's profile Send private message Send e-mail
Worm4981
Cyborg Specialist


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

PostPosted: Fri Jun 17, 2005 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, coz if you add it to the nuke explosion, your game would screw up.
and if you use it as ExpireAnimation= the nuke would be shown just for half an second.

and Next= means thet the ring appears after the explosion.


and yes, i tried all these things!

_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
dawkeb
Cyborg Engineer


Joined: 19 Jan 2004
Location: Finland

PostPosted: Mon Jun 20, 2005 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you post the nuke explosion anims because I dont have psp to convert and it would be pain to download it again for a month.

_________________
Live for the brotherhood!!

Back to top
View user's profile Send private message Send e-mail Skype Account
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jun 20, 2005 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

All you need is XCC.

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Tue Jun 21, 2005 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

how the hell do u get it to work? ive tried a few things and i dont seem to be able to get the nuke to work, i found the .shp file to get the nuke down bit put it into ecache02.mix put all the rules into rules.ini & art.ini, can sum1 please help me?

_________________

'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not'

Back to top
View user's profile Send private message Visit poster's website Skype Account
Worm4981
Cyborg Specialist


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

PostPosted: Tue Jun 21, 2005 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

so whats the name of your falling nuke?

_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Wed Jun 22, 2005 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

where in rules.ini, art.ini or in ecache02.mix?

_________________

'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not'

Back to top
View user's profile Send private message Visit poster's website Skype Account
Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Thu Jun 23, 2005 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK, it should be the same for all of them.

_________________

"Banned" RP here

Back to top
View user's profile Send private message Skype Account
Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Thu Jun 30, 2005 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

hehehehe got the nuke working now Very Happy  Shocked  that thins alittle on the powerful side so i scaled it down fo my game

_________________

'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not'

Back to top
View user's profile Send private message Visit poster's website Skype Account
Worm4981
Cyborg Specialist


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

PostPosted: Fri Jul 01, 2005 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

but mind the debris ...

_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Mon Jul 04, 2005 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

all i did was reduce the damage done and let the debris as they are just purely cus i like the nuke escpecialy since i use the soviets in RA2 and YR hehehehe ur giving me more reasons to play TS and FS

_________________

'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not'

Back to top
View user's profile Send private message Visit poster's website Skype Account
Worm4981
Cyborg Specialist


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

PostPosted: Wed Jul 13, 2005 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

the problem is that the debris fly horizontally... (or how ever its spelled) so they wont do any damage if theire stopped by an slope or something like that.

ofcourse you can make them fly ballistic, but then you wont have this nice blast effect....

_________________
leader of the World War III TC for TS

go here for my forum!

this is the World War III site!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Thu Jul 14, 2005 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

thats true a nuke has allways got to have a nice nuke effect

_________________

'Ive been having these wierd dreams lately'
'I cant decide whats real and whats not'

Back to top
View user's profile Send private message Visit poster's website Skype Account
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jul 25, 2005 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Worm4981 wrote:
the problem is that the debris fly horizontally... (or how ever its spelled) so they wont do any damage if theire stopped by an slope or something like that.

ofcourse you can make them fly ballistic, but then you wont have this nice blast effect....


Now explain to me, what do you mean by "horisontal"? Debris always fly at arcing trajectory...

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Jul 25, 2005 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

No.. It flies off in a strait line at a really high velocity...

If I go any further then I get all... talking about physics and shit... you dont want that.. trust me..

_________________
"Reality is a lovely place, but I wouldn't want to live there." -Adam Young

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
kaluakiki
Vehicle Driver


Joined: 30 Dec 2003

PostPosted: Sun Aug 13, 2006 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

heres what im useing now
Code:
; falling nuke missile

[NUKEDOWN]
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0  ;-50.0
ExpireAnim=NUKEBOMB ; a fireball before the nuke explodes
Damage=5 ; should be 5 coz the explosion would cause the main damage.
DamageRadius=1
Warhead=HE
IsMeteor=true
LoopStart=0
LoopEnd=0
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Report= ; use the one from RA2

;nukebomb

[NUKEBOMB]
Image=NUKEBALL ;use the one from RA2
Elasticity=0.0
MaxXYVel=0.5
MinZVel=0.5
ExpireAnim=NUKEFLASH ;youll see what i mean :twisted:
Damage=590
DamageRadius=2000
Warhead=Meteorite
LoopStart=0
LoopEnd=18
LoopCount=1
RandomRate=520,600
DetailLevel=0
Bouncer=yes
Spawns=NUKEDEBRI ;they will cause the ambient damage and the radiation field
SpawnCount=300 ; more debris => more damage :twisted:

;nuke flash:

[NUKEFLASH]  ;make a new animation (*)
Translucent=yes
Translucenty=100 ;or you wnt see anything
Next=NUKEANIM ;use the one from RA2

;nuke anim:

[NUKEANIM]
UseNormalLight=yes
Spawns=NUKEDEBRI
SpawnCount=60  ;just a second shock wave...
Damage=700 ; really high
DamageRadius=9999 ;really high
Warhead=HE

;nuke debri:

[NUKEDEBRI]
Image=INVISO ; or your PC would explode :wink:
Elasticity=0.0
MinZVel=16.0 ;40.0
MaxXYVel=140.0 ;130.0 ;18.0
ExpireAnim=RADFIELD ; the radiation field :twisted:
Damage=50
DamageRadius=100
Warhead=HE
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

[RADFIELD]  ; you wont see any anim, but if you move throgh this area your unit would be damaged.
Surface=yes
Flamer=yes
Flat=yes
LoopCount=999
Damage=0.3
Translucent=yes
DamageRadius=999
Rate=200



shp.zip
 Description:
All the animations you'll need for TS Nuke

Download
 Filename:  shp.zip
 Filesize:  341.05 KB
 Downloaded:  2309 Time(s)


Back to top
View user's profile Send private message
madax
Civilian


Joined: 27 Jul 2006

PostPosted: Fri Aug 25, 2006 8:36 am    Post subject: Re: how to make a REALLY working nuke Reply with quote  Mark this post and the followings unread

Worm4981 wrote:
i know, there are several tuts about, but this one allows you to make a nuke EXACTLY like the one in RA2. even with the radiation effect Smile


How do you get it working in game?

Back to top
View user's profile Send private message
Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Aug 25, 2006 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

You have to add/edit code within the core ini files of the game, in this case the art.ini and rules.ini files.

_________________
If there is a problem on the forums, PM me.

Back to top
View user's profile Send private message
madax
Civilian


Joined: 27 Jul 2006

PostPosted: Fri Aug 25, 2006 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't get it to work with the missile silo.

Back to top
View user's profile Send private message
Big Brother
Civilian


Joined: 07 Apr 2007

PostPosted: Sun Apr 08, 2007 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi, I am Mr. El Stupido, aka Mister Noob.

Therefore, I would appreciate greatly if someone made a step by step process as to how to make this hilarious Laughing Laughing Laughing Laughing Laughing weapon Smile to enlighten my mind and my military Very Happy

Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Apr 08, 2007 4:05 am    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message Visit poster's website Skype Account
dagreatkane
Vehicle Drone


Joined: 26 Mar 2007
Location: Singapore, SEA

PostPosted: Thu Apr 26, 2007 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm I don't think this nuke code immediately allows the EMP cannon to shoot the nuke. What code must we change to allow that? Do we change the SW action?

_________________
Shana 0wns

Back to top
View user's profile Send private message Skype Account
Creagor
Cyborg Soldier


Joined: 05 Nov 2005
Location: Wales, UK

PostPosted: Thu Apr 26, 2007 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Serach for [EMPulseSpecial] in rules.ini (it's near the bottom). Under that there should be the tag RechargeTime=. Change that to change the recharge time.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
dagreatkane
Vehicle Drone


Joined: 26 Mar 2007
Location: Singapore, SEA

PostPosted: Fri Apr 27, 2007 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

errr i don't mean that. What i'm saying is that the emp launcher will still shoot a emp cuz this ain't related to the emp in any way at all. I already know recharge time cuz a hobby of mine is switching hunter seeker recharge to .001 and watch the fireworks

_________________
Shana 0wns

Back to top
View user's profile Send private message Skype Account
Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri Apr 27, 2007 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

What do you mean? :S It acts as a normal weapon? There is no charge time?

Btw a hobby is something which takes up a large portion of your time usually and you go out of your way ( not in all cases ) to do whatever hobby that is.

_________________


Back to top
View user's profile Send private message
Clarkson
General


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

PostPosted: Fri Apr 27, 2007 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe doing that with Hunter Seekers is his hobby. #Tongue

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
dagreatkane
Vehicle Drone


Joined: 26 Mar 2007
Location: Singapore, SEA

PostPosted: Sat Apr 28, 2007 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

NOOO!!!

I'm meaning that because none of the code is in any way related to the emp launcher (which it is supposed to be shot from) so it shouldn't be able to be shot from the emp.

I'm asking how to correctly code it to do so

Sorry but i've never coded sws before except for changing recharge times and damage

Yes doing the hunter seeker is my hobby cuz its so fun switch the view to the enemies base and watch the hunter seekers fly across. Usually there's like 5 on the screen

_________________
Shana 0wns

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [31 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: 0.2344s ][ Queries: 13 (0.0125s) ][ Debug on ]