Private Joined: 12/3/2018(UTC) Posts: 3
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Hi to all. I use tibed2 to modify my game ( zero hour). I am wonder How add weapons to an unit. for example Gla RPG trooper with 2 kind of RPG: 1-nuke missle luancher (normal RPG with nuke warhead) 2-neutron RPG how the warhead of a weapon changes ? and how add new weapon to unit with switch for change between them? sorry for my bad english Genarals. cuz I am from a GLA country. Edited by user Monday, December 3, 2018 7:24:24 AM(UTC)
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Hey, welcome to our community. I recommend checking this out before you start modding the game. http://www.cnclabs.com/f...g-starting--Modding.aspxAfter you have a general idea of what ini code is and how it functions, you will be able to change weapons and much more. To make a weapon be changed by a switch, you should check the nuke launcher's neutron/nuclear weapon or the scud launcher's scud/demo missile. Good luck. |
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UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 12/3/2018(UTC) Posts: 3
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thanks a lot . Now I can do every thing I want but the weapon function. the weapon characteristic confused me and I can not build an RPG with Neutron warhead ( like nuke cannon). In The past I easily made weapons for red alert 1&2 but for zero hour I just stuck here!.
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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You can check the code for the nuke launcher's weapon in weapon.ini (you might need to check the weapon's OCL from ObjectCreationList.ini, I'm not sure) and then checking the weapon's object from WeaponObject.ini if you do that, your problem should be solved. If you don't manage to do it, I will give you the code if I get free time. Edited by user Saturday, December 8, 2018 4:17:34 AM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Private Joined: 12/3/2018(UTC) Posts: 3
Thanks: 2 times
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very impressive. thank you man. It worked Edited by user Saturday, December 8, 2018 1:07:13 PM(UTC)
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I'm not really sure if you have to make another one or not. The tunnel defender uses only one weapon and it can attack airborne vehicles. This is the weapon he (or she, lol) uses. Code:;------------------------------------------------------------------------------
Weapon TunnelDefenderRocketWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 175.0
MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
DamageType = INFANTRY_MISSILE ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileObject = TunnelDefenderMissile
ProjectileExhaust = 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 = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = RPGTrooperWeapon
FireFX = None
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiAirborneVehicle = Yes ; I have no idea why he has this twice
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End
EDIT: I've just checked that you have edited your reply, I'm glad that you could solve your problem yourself. Edited by user Saturday, December 8, 2018 1:16:53 PM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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