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Offline smokezalot16  
#1 Posted : Wednesday, January 18, 2017 12:08:35 PM(UTC)
smokezalot16
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Joined: 6/29/2016(UTC)
Posts: 35

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How do i make this type of nuke have a radius the size of a regular nuclear missile launched by a normal chinese Super Weapon? I like the effects of this nuke , just not the MAJOR Blast and damage radius. Please Help. here is the current object weapon.ini for the massive nuke that i want to scale down a bit.--


Object NeutronMissilexxx

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBNRocket
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End

End
Scale = 0.6

; ***DESIGN parameters ***
DisplayName = OBJECT:NeutronMissile
KindOf = UNATTACKABLE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
SoundMoveStart = Cin_ScudMissileIncoming;ScudStormIncomingWhistle
SoundMoveStart = Cin_ScudMissileIncoming
SoundMoveStartDamaged = Cin_ScudMissileIncoming
SoundAmbient = Cin_ScudMissileIncoming

; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End

Behavior = NeutronMissileUpdate ModuleTag_03
DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first
MaxTurnRate = 7200 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 500
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End

Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 100.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

Behavior = SpecialPowerCompletionDie ModuleTag_05
SpecialPowerTemplate = SuperweaponNeutronMissilexxx
End

; Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
; DestructionDelay = 3501
; ScorchMarkSize = 1200
;FXList = FX_NukeBig

Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 ;xxx
DestructionDelay = 3501
ScorchMarkSize = 800
FXList = FX_NukeEmEx ;

Blast1Enabled = Yes
Blast1Delay = 290 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 45 ;50.0 ;objects inside this get the full damage
Blast1OuterRadius = 3600 ;1300.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 1900.0 ;1200 ;damage within inner radius of blast
Blast1MinDamage = 200.0 ;100 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 90.0 ;higher #'s push more

Blast2Enabled = Yes
Blast2Delay = 2900 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 80.0 ;objects inside this get the full damage
Blast2OuterRadius = 1900.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 9000.0 ;damage within inner radius of blast
Blast2MinDamage = 300.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.20 ;higher #'s topple faster
Blast2PushForce = 0.8 ;6 ;higher #'s push more

Blast3Enabled = Yes
Blast3Delay = 2920 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 60.0 ;objects inside this get the full damage
Blast3OuterRadius = 2200.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 15000.0 ;damage within inner radius of blast
Blast3MinDamage = 300.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;20 ;higher #'s topple faster
Blast3PushForce = 0.6 ;higher #'s push more

Blast4Enabled = Yes
Blast4Delay = 3000 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 200.0 ;objects inside this get the full damage
Blast4OuterRadius = 900.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 2000.0 ;damage within inner radius of blast
Blast4MinDamage = 300.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more

Blast5Enabled = Yes
Blast5Delay = 4200 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 250.0 ;objects inside this get the full damage
Blast5OuterRadius = 8000.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 2000.0 ;damage within inner radius of blast
Blast5MinDamage = 100.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more

Blast6Enabled = Yes
Blast6Delay = 5000 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 300.0 ;objects inside this get the full damage
Blast6OuterRadius = 1400.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 3000.0 ;damage within inner radius of blast
Blast6MinDamage = 400.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more

Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage

Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage

Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage

OCL = MIDPOINT OCL_NukeRadiationField
;OCL = INITIAL OCL_NukeBlastWave
End

Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0

End

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


Any one have any ideas? Thank you.
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Offline Zatsupachi  
#2 Posted : Wednesday, January 18, 2017 12:35:29 PM(UTC)
Zatsupachi
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Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)
I'm bettin' this is the Harmageddon Nuke is from the Destructive Forces mod?

Why don't you just use the normal NeutronMissile object?

You can just change the values of BlastXInnerRadius and BlastXOuterRadius.
And for the damage there BlastXMinDamage and BlastXMaxDamage.
This does not change explosion fx, you'll have to code a new fxlist if you want it to match.

As for having it shot by a Regular NukeSilo? Just go to your weapon.ini and find 'NeutronMissileWeapon,' change the ProjectileName to the object of your custom Nuke Missile.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
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