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Offline crashdodgers  
#1 Posted : Friday, November 22, 2013 3:42:03 PM(UTC)
crashdodgers
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Posts: 67
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First I new to world builder and not to sure of how to do some of the god like things, that I have seen in some of the custom maps that I have downloaded?

Things like make a vehicle with a blue life banner, i.e. neutral so that any player can take command of it? Fun/cool things, like crossing a crusader tank with a dragon tank/toxin tractor, give all 3 hero’s the same powers, taking a patrol boat and upgrading it to fire EMP patriot launcher and tomahawks/Gatling gun.

I can place buildings and units on to a map and get the to show up ok, found a scrip from a post, showing how to give buildings camo nets, to which I am dyeing to try out. So could I change this mod to do the things I want, i.e. change building/unit name and change what I want it to do, i.e. give the crusader the flame tank ability?
Scrip (CommandSet Nuke_ChinaBarracksCommandSet
13 = Command_UpgradeGLACamoNetting
End

Object Nuke_ChinaBarracks
AddModule ModuleStealth
Behavior = StealthUpdate ModuleStealth_Override
StealthDelay = 2500 ; msec
StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
End
AddModule ModuleTag_Stealth
Behavior = StealthUpgrade ModuleTag_Stealth_Override
TriggeredBy = Upgrade_GLACamoNetting
End
End
End)
Sponsor
Offline acidbrain  
#2 Posted : Friday, November 22, 2013 8:36:26 PM(UTC)
acidbrain
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Originally Posted by: crashdodgers Go to Quoted Post
Fun/cool things, like crossing a crusader tank with a dragon tank/toxin tractor.

The problem with this is that the dragon tank and the toxin truck have short barrels for the sweep with fire/toxins, it's going to look a bit odd if the crusader tank sweeps with his barrel and sprays stuff out.
It's possible with the laser general crusader btw.
Put the following code in a map.ini and take a look in game.
Code:

Object Lazr_AmericaTankCrusader
  ReplaceModule ModuleTag_01
    Draw = W3DTankDraw ModuleTag_01_Override
      DefaultConditionState
        Model            = AVLaserTnk
        Turret           = Turret
        WeaponLaunchBone = PRIMARY TurretMS
        WeaponFireFXBone = PRIMARY TurretMS
        HideSubObject    = TurretFX01
      End
      ConditionState = REALLYDAMAGED
        Model            = AVLaserTnk_D
      End
      ConditionState = RUBBLE
        Model        = AVLaserTnk_D1
      End

      TrackMarks           = EXTnkTrack.tga
      TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
      TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
      TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
      OkToChangeModelColor = Yes
    End
  End

  ;If you want flame use this WeaponSet
  WeaponSet
    Conditions = None
    Weapon     = PRIMARY DragonTankFlameWeapon
  End

  ;If you want poison use this WeaponSet
;  WeaponSet
;    Conditions = None
;    Weapon     = PRIMARY ToxinTruckGun
;  End

  ;No power needed
  EnergyProduction = 0

  ReplaceModule ModuleTag_03
    Behavior = AIUpdateInterface ModuleTag_03_Override
      AutoAcquireEnemiesWhenIdle = Yes
      Turret
        TurretTurnRate            = 180
        TurretPitchRate           = 180
        AllowsPitch               = Yes
        MinPhysicalPitch          = -20 ; If allows pitch, the lowest I can dip down to shoot.  defaults to 0 (horizontal)
        TurretFireAngleSweep      = PRIMARY 8
        TurretSweepSpeedModifier  = PRIMARY 0.5    ; Sweep slower than you turn
        ControlledWeaponSlots     = PRIMARY
      End
    AutoAcquireEnemiesWhenIdle = Yes
    End
  End
  Locomotor = SET_NORMAL CrusaderLocomotor
End


You can play around with the values in the AIUpdateInterface module a bit and see what happens.

Edited by user Saturday, November 23, 2013 7:30:52 PM(UTC)  | Reason: Not specified

Panem et kirkinses
thanks 1 user thanked acidbrain for this useful post.
CommieDog on 11/23/2013(UTC)
Offline crashdodgers  
#3 Posted : Friday, November 22, 2013 9:51:29 PM(UTC)
crashdodgers
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What it is I want to do is.

1) Turn a crusader tank into a dragon tank/toxin tractor i.e. a tank that shots flames or toxins.
2) Mount a patriot missile system on a civilian patrol boat, giving it the ability to fire patriot and tomahawk missiles.
3) Make all three hero’s equal or build a super hero, i.e. take Jarmen Kell’s snipping ability, Black Lotus’s ability to capture buildings, hack supply stores and disrupt vehicles, as well as Col Burton’s ability’s to kill single hand, climb over mountains and set explosive charges, all rolled into one hero.
4) Give artillery platforms nuke bombs from the helix chopper.
5) Take the Empire tank and give it the ability to up grade to bunker as well as the Gatling gun.
6) Fix EMP patriot system to the back of an Avenger unit/Quad gun, thus turn them into MLRS units, and fix a Gatling gun to the back of a technical.
7) Making the GLA rocket bug fire missile defender rockets.
8) Enable pilots to fight back with the same abilities as rifle men.

Just mix and match different units with different things to make the game a lot more fun and cool. Imagine your surprise at a Crusader tank being able to clear buildings and bunkers or technical charging at you with a Gatling gun fire on the back.
Offline acidbrain  
#4 Posted : Friday, November 22, 2013 10:47:10 PM(UTC)
acidbrain
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1)See post above
2)It's possible to mount a patriot on a CivilianVehiclePTBoat but firing tomahawks from a patriotbattery is going to look odd unless you dramaticly resize the misiles, you can have both, Beng did that in one of his maps.
Code:

;-------------------- PT boat becomes Missile Gunboat------------------

Object CivilianVehiclePTBoat

  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaHellfireDrone

 ReplaceModule ModuleTag_01
  Draw              = W3DModelDraw ModuleTag_01_Override ; Boat
    OkToChangeModelColor = Yes
    ;ExtraPublicBone = Dum_Turret ;Missing from EA's PT Boat object, but adding it makes the Tomahawk veh too high
    ExtraPublicBone = TREADFX02

    ConditionState  = NONE
      Model         = AVPTBoat
    End

    ConditionState  = OVER_WATER
      Model         = AVPTBoat
      ParticleSysBone = TreadFX02 AmphibWaveRest
    End

    ConditionState  = MOVING OVER_WATER
      Model         = AVPTBoat
      ParticleSysBone = TreadFX01 AmphibWave
    End

    ConditionState = DAMAGED
      Model         = AVPTBoat
      ParticleSysBone = TreadFX02  AmphibWaveRest ;BattleShipWaterRipples
      ParticleSysBone = Dum_Turret FireSmallContinuous
      ParticleSysBone = Dum_Turret BeaconSmoke000000 ; SootySmokeTrail
    End

    ConditionState  = DAMAGED MOVING OVER_WATER
      Model         = AVPTBoat
      ParticleSysBone = TreadFX01 AmphibWave
      ParticleSysBone = Dum_Turret FireSmallContinuous
      ParticleSysBone = Dum_Turret BeaconSmoke000000
    End

    ConditionState = REALLYDAMAGED
      Model         = AVPTBoat
      ParticleSysBone = TreadFX02  AmphibWaveRest ;BattleShipWaterRipples
      ParticleSysBone = Dum_Turret JetFireLarge
      ParticleSysBone = Dum_Turret BeaconSmoke000000 ;SootySmokeColumn ;SootySmokeTrail
    End

    ConditionState = REALLYDAMAGED MOVING OVER_WATER
      Model         = AVPTBoat
      ParticleSysBone = TreadFX01 AmphibWave
      ParticleSysBone = Dum_Turret JetFireLarge
      ParticleSysBone = Dum_Turret BeaconSmoke000000 ;SootySmokeColumn
    End

    ConditionState = RUBBLE
      Model         = AVPTBoat
      ParticleSysBone = TreadFX01 airCarrierShockWave
      ParticleSysBone = TreadFX01 airCarrierOilSlick ;airCarrierDeathRipple
      ParticleSysBone = Dum_Turret JetFireLarge
      ParticleSysBone = Dum_Turret BeaconSmokeFFFFFF ;SootySmokeColumn02
      ParticleSysBone = Dum_Turret airCarrierFinalDeathSplash
      ParticleSysBone = Tower AmphibWaveRest
      ParticleSysBone = Tower RiverRippleHiLiteDelay398
    End
    AliasConditionState = RUBBLE OVER_WATER
    AliasConditionState = RUBBLE MOVING OVER_WATER
    AliasConditionState = REALLYDAMAGED RUBBLE
    AliasConditionState = REALLYDAMAGED RUBBLE MOVING OVER_WATER
  End
 End


 ReplaceModule ModuleTag_02
  Draw = W3DModelDraw ModuleTag_02_Override
    OkToChangeModelColor = Yes
    ProjectileBoneFeedbackEnabledSlots = PRIMARY

    AttachToBoneInAnotherModule = Dum_Turret
    DefaultConditionState
      Model              = AVTomahawk
      Turret             = TURRET
      TurretPitch        = TURRETEL
      HideSubObject      = CHASSIS
      ShowSubObject      = TURRET
      WeaponLaunchBone   = PRIMARY WeaponA
      WeaponHideShowBone = PRIMARY MISSILE
      WeaponFireFXBone   = PRIMARY WeaponA
    End

    ConditionState = REALLYDAMAGED
      Model              = AVTomahawk_D
    End
    AliasConditionState = RUBBLE

  End
 End


 AddModule
  Draw = W3DModelDraw ModuleTag_Patr

    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = TREADFX02

    DefaultConditionState
      Model             = ABPatriot
      HideSubObject     = BOX01 CHASSIS
      ShowSubObject     = TURRET01
      AltTurret         = TURRET01
      AltTurretPitch    = TURRETEL
      WeaponLaunchBone  = SECONDARY WeaponA
      WeaponLaunchBone  = TERTIARY  WeaponA
      WeaponFireFXBone  = SECONDARY WeaponA
      WeaponFireFXBone  = TERTIARY  WeaponA
    End

    ConditionState      = DAMAGED
      Model             = ABPatriot_D
    End

    ConditionState      = REALLYDAMAGED
      Model             = ABPatriot_E
    End
    AliasConditionState = RUBBLE


    ConditionState      = SNOW
      Model             = ABPatriot_S
    End
    
    ConditionState      = DAMAGED SNOW
      Model             = ABPatriot_DS
    End
    
    ConditionState      = REALLYDAMAGED SNOW
      Model             = ABPatriot_ES
    End
    AliasConditionState = SNOW RUBBLE

  End
 End

  ArmorSet
    Armor     = DragonTankArmor
    DamageFX  = TankDamageFX
  End

  WeaponSet
    Conditions = None
    Weapon     = PRIMARY    TomahawkMissileWeapon
    Weapon     = SECONDARY  BuggyRocketWeaponUpgraded
    Weapon     = TERTIARY   PatriotMissileWeaponAir
    PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT
    ShareWeaponReloadTime = No
  End

  Side = GLA

  CommandSet = AmericaVehicleTomahawkCommandSet

  VisionRange         = 360
  ShroudClearingRange = 400

  CrusherLevel      = 2
  CrushableLevel    = 3

  RadarPriority     = UNIT
  KindOf            = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE BOAT SCORE SALVAGER

  IsTrainable        = Yes
  ExperienceRequired = 0 100 200 400
  ExperienceValue    = 60 80 100 110

 ReplaceModule ModuleTag_03
  Body = ActiveBody ModuleTag_03_Override
    MaxHealth          = 1200.0
    InitialHealth      = 1200.0
  End
 End

 ReplaceModule ModuleTag_05
  Behavior     = CreateObjectDie ModuleTag_05_Override
    DeathTypes = ALL
    CreationList = OCL_GenericCarFloatDebris
  End
 End

 ReplaceModule ModuleTag_06
  Behavior    = FXListDie ModuleTag_06_Override
    DeathTypes = ALL
    DeathFX   = FX_TrainWreckSplash
  End
 End

 ReplaceModule ModuleTag_07
  Behavior = AIUpdateInterface ModuleTag_07_Override
    Turret
      TurretTurnRate = 180    ; turn rate, in degrees per sec
      MinIdleScanAngle = 30   ; in degrees off the natural turret angle
      MaxIdleScanAngle = 90   ; in degrees off the natural turret angle
      TurretPitchRate = 60
      FirePitch = 80
      AllowsPitch = Yes
      MinIdleScanInterval = 4000 ; in milliseconds
      MaxIdleScanInterval = 8000 ; in milliseconds
      ControlledWeaponSlots = PRIMARY
    End
    AltTurret
      TurretTurnRate   = 270
      TurretPitchRate  = 180
      AllowsPitch      = Yes
      NaturalTurretPitch = 20
      GroundUnitPitch    = 45
      MinPhysicalPitch   = -15
      MinIdleScanAngle = 30   ; in degrees off the natural turret angle
      MaxIdleScanAngle = 90   ; in degrees off the natural turret angle
      MinIdleScanInterval = 4000 ; in milliseconds
      MaxIdleScanInterval = 8000 ; in milliseconds
      ControlledWeaponSlots = SECONDARY TERTIARY
    End
    TurretsLinked = No
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
 End

  Locomotor = SET_NORMAL BasicBoatLocomotor

 AddModule   ModuleTag_Heal
  Behavior = AutoHealBehavior ModuleTag_T10
    HealingAmount     = 10
    HealingDelay      = 1000
    StartsActive      = Yes
  End
 End

 AddModule
  Behavior = ObjectCreationUpgrade ModuleTag_Dron1
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
 End
 AddModule
  Behavior = ObjectCreationUpgrade ModuleTag_Dron2
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
 End
 AddModule
  Behavior = ObjectCreationUpgrade ModuleTag_Dron3
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy   = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End
 End

 AddModule
  Behavior = ProductionUpdate ModuleTag_Prod
    MaxQueueEntries = 1
  End
 End

 AddModule ModuleTag_DamageSmoke_Override
  Behavior = TransitionDamageFX ModuleTag_DamageSmoke
    DamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SootySmokeTrail
    DamagedFXList1 = Loc: X:0 Y:0 Z:1 FXList:FX_BattleMasterDamageTransition

    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SpectreGunshipFireLarge
    ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:SootySmokeColumn

    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
    RubbleParticleSystem1 = Bone:TreadFX01 RandomBone:No PSys:airCarrierOilSlick
    RubbleParticleSystem2 = Bone:None RandomBone:No PSys:RiverRippleHiLite
  End
 End

 RemoveModule ModuleTag_04 ;  removed DestroyDie - we want it to sink

 AddModule ModuleTag_Sink_Override
  Behavior = SlowDeathBehavior ModuleTag_Sink
    DeathTypes = ALL
    SinkDelay = 3000
    SinkRate = 2
    DestructionDelay = 15000

    OCL = MIDPOINT OCL_GenericCarFloatDebris
    FX = MIDPOINT WeaponFX_DEMO_SCUDMissileDetonationExplosive
    FX = FINAL FX_LastBubble

    FlingForce         = 38
    FlingForceVariance = 3
    FlingPitch         = 40
    FlingPitchVariance = 20
  End
 End

End
;-------------End PT Boat mods------------


3)Hero's have different animations for their special abilities so you would have to make animations for hero's to have all the hero's abilities.
I think it's better to leave the hero's like they are.
4)Possible, Beng also did that in one of his maps.
Code:

CommandSet ArtyPlatCommandSet
  1 = Nuke_Command_UpgradeChinaHelixNukeBomb
 14 = Command_Stop
End

CommandSet ArtyPlatCommandSetUpgraded
  1  = Command_ChinaNukeWarhead
  3  = Command_ChinaNeutronWarhead
  4  = Command_UpgradeChinaNeutronShells
  14 = Command_Stop
End

;------------------------------------------------------------------------------

Object TechArtilleryPlatform

  UpgradeCameo1 = Nuke_Upgrade_HelixNukeBomb

 ReplaceModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model              = ZBARTPLAT
      Turret             = Turret01
      TurretPitch        = TurretEL
      WeaponLaunchBone   = PRIMARY Muzzle
      WeaponMuzzleFlash  = PRIMARY MuzzleFX
      WeaponRecoilBone   = PRIMARY Barrel
      WeaponLaunchBone   = SECONDARY Muzzle
      WeaponMuzzleFlash  = SECONDARY MuzzleFX
      WeaponRecoilBone   = SECONDARY Barrel
      WeaponLaunchBone   = TERTIARY Muzzle
      WeaponMuzzleFlash  = TERTIARY MuzzleFX
      WeaponRecoilBone   = TERTIARY Barrel
    End

    ConditionState  = DAMAGED
      Model         = ZBARTPLAT_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = ZBARTPLAT_E
    End

    ConditionState  = RUBBLE
      Model         = ZBARTPLAT_R
    End



    ConditionState  = NIGHT
      Model         = ZBARTPLAT_N
    End
    
    ConditionState  = DAMAGED NIGHT
      Model         = ZBARTPLAT_D
    End

    ConditionState  = REALLYDAMAGED NIGHT
      Model         = ZBARTPLAT_E
    End

    ConditionState  = NIGHT RUBBLE
      Model         = ZBARTPLAT_R
    End



    ConditionState  = SNOW
      Model         = ZBARTPLAT_S
    End

    ConditionState  = DAMAGED SNOW
      Model         = ZBARTPLAT_DS
    End
    
    ConditionState  = REALLYDAMAGED SNOW
      Model         = ZBARTPLAT_ES
    End

    ConditionState  = SNOW RUBBLE
      Model         = ZBARTPLAT_RS
    End
    


    ConditionState  = SNOW NIGHT
      Model         = ZBARTPLAT_NS
    End
    
    ConditionState  = SNOW NIGHT DAMAGED
      Model         = ZBARTPLAT_DNS
    End

    ConditionState  = SNOW NIGHT REALLYDAMAGED
      Model         = ZBARTPLAT_ENS
    End

    ConditionState  = SNOW NIGHT RUBBLE
      Model         = ZBARTPLAT_RS
    End
    
  End
 End

  ArmorSet
    Conditions = None
    Armor      = BattleBusStructureArmorToughPlusTwo
    DamageFX   = StructureDamageFXNoShake
  End

  WeaponSet
    Conditions = None 
    Weapon     = PRIMARY ArtilleryPlatformGun
  End

  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY   NukeCannonGun
    Weapon = SECONDARY NukeCannonNeutronWeapon
    ShareWeaponReloadTime = Yes
  End

  VisionRange         = 360.0
  ShroudClearingRange = 400

  CommandSet = ArtyPlatCommandSet

 ReplaceModule ModuleTag_03
  Body              = ActiveBody ModuleTag_03_Override
    MaxHealth       = 4000.0
    InitialHealth   = 4000.0
  End
 End

 ReplaceModule ModuleTag_06
  Behavior = AIUpdateInterface ModuleTag_06_Override
    Turret
      TurretTurnRate        = 180   // turn rate, in degrees per sec
      TurretPitchRate       = 180
      AllowsPitch           = Yes
      NaturalTurretPitch    = 45   
      GroundUnitPitch       = 20
      MinPhysicalPitch      = -30
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
      MinIdleScanInterval   = 250
      MaxIdleScanInterval   = 250
      MinIdleScanAngle      = 30
      MaxIdleScanAngle      = 180
    End
    AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
    MoodAttackCheckRate        = 250
  End
 End

 AddModule
  Behavior = WeaponSetUpgrade ModuleTag_WSU
    TriggeredBy = Nuke_Upgrade_HelixNukeBomb
  End
 End

 AddModule
  Behavior = CommandSetUpgrade ModuleTag_ComSetU
    CommandSet  = ArtyPlatCommandSetUpgraded
    TriggeredBy = Nuke_Upgrade_HelixNukeBomb
  End
 End

End

5)Possible
Set the slots in the containmodule to 2.
Code:

Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 
    Slots                 = 2
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
    ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
  End

Uncomment the bunker ObjectCreation upgrade in the .ini
Code:

;Does get this upgrade!
   Behavior = ObjectCreationUpgrade ModuleTag_09
     UpgradeObject = OCL_OverlordBattleBunker
     TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
   End

You would have to mod some more on this unit for this but thats for you to figure out, just showing you the way a bit.
6)Gonna be hard without changing the models in Renx.
7)Change the ProjectileObject in Weapon.ini to MissileDefenderMissile and the ProjectileExhaust to MissileDefenderMissileExhaust, the ProjectileDetonationFX will be the same though.
Code:

Weapon BuggyRocketWeapon
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 300.0
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = MissileDefenderMissile ;RocketBuggyMissile
  ProjectileExhaust           = MissileDefenderMissileExhaust  ;MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

8)You would have to make animations for that in Renx.

Hope i answered it a bit, if i made any mistakes feel free to say so.

greetz

Edited by user Friday, November 22, 2013 10:49:07 PM(UTC)  | Reason: Not specified

Panem et kirkinses
thanks 1 user thanked acidbrain for this useful post.
CommieDog on 11/23/2013(UTC)
Offline crashdodgers  
#5 Posted : Saturday, November 23, 2013 7:52:12 AM(UTC)
crashdodgers
Captain
Joined: 11/19/2013(UTC)
Posts: 67
United Kingdom
Location: On another plant

Thanks: 12 times
Was thanked: 4 time(s) in 3 post(s)
Thank you for all your help and suggestions on this subject, you have given me a lot to work with so thank you again.
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