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 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
how to make a REALLY working nuke
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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

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 

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 16, 2005 11:57 am    Post subject: Reply with quote

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

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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

i already tested it for me Wink

you can see the results here:


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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Thu Jun 16, 2005 1:08 pm    Post subject: Reply with quote

Here you can get the missile art
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 17, 2005 4:19 pm    Post subject: Reply with quote

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

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!
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dawkeb
Cyborg Engineer


Joined: 19 Jan 2004
Location: Finland

PostPosted: Mon Jun 20, 2005 6:50 am    Post subject: Reply with quote

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.
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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jun 20, 2005 9:49 pm    Post subject: Reply with quote

All you need is XCC.
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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

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?
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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

so whats the name of your falling nuke?
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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

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

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

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

but mind the debris ...
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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

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
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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

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....
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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

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


Joined: 23 Nov 2002

PostPosted: Mon Jul 25, 2005 6:23 am    Post subject: Reply with quote

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...
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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

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..
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kaluakiki
Vehicle Driver


Joined: 30 Dec 2003

PostPosted: Sun Aug 13, 2006 10:23 am    Post subject: Reply with quote

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:  2243 Time(s)


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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

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?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Aug 25, 2006 10:03 am    Post subject: Reply with quote

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


Joined: 27 Jul 2006

PostPosted: Fri Aug 25, 2006 12:41 pm    Post subject: Reply with quote

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

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Big Brother
Civilian


Joined: 07 Apr 2007

PostPosted: Sun Apr 08, 2007 1:19 am    Post subject: Reply with quote

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

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Apr 08, 2007 4:05 am    Post subject: Reply with quote

Read the TS/RA2 moddiing section of the faq (specially the ini questions) and then, you'll certainly understand this tutorial:
http://www.ppmsite.com/index.php?go=ppmfaq

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dagreatkane
Vehicle Drone


Joined: 26 Mar 2007
Location: Singapore, SEA

PostPosted: Thu Apr 26, 2007 8:19 am    Post subject: Reply with quote

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?
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Creagor
Cyborg Soldier


Joined: 05 Nov 2005
Location: Wales, UK

PostPosted: Thu Apr 26, 2007 8:24 pm    Post subject: Reply with quote

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.
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dagreatkane
Vehicle Drone


Joined: 26 Mar 2007
Location: Singapore, SEA

PostPosted: Fri Apr 27, 2007 10:47 am    Post subject: Reply with quote

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
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri Apr 27, 2007 12:53 pm    Post subject: Reply with quote

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.
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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

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


Joined: 26 Mar 2007
Location: Singapore, SEA

PostPosted: Sat Apr 28, 2007 1:14 am    Post subject: Reply with quote

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
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