PrivateJoined: 11/3/2016(UTC) Posts: 1 
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Hey Guys, Just coming back to ZH after a break and trying to edit damage and radius of the China Nuke, and I cant for the life of me find it! Can someone please point me in the right direction? I was also wondering is it possible to increase the duration of the Particle beam? Thanks in Advance guys!
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MajorJoined: 3/27/2015(UTC) Posts: 490
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1) For Nuke, it's not on Weapon.ini. Go to WeaponObjects.ini Go find NuetronMissile. Damage Numbers are located under NeutronMissileBehavior. 2) For Particle Cannon, just go find any version of the building from any of the USA generals. It's usually AmericaParticleCannonUplink. Go to ParticleUplinkCannonUpdate module. From there you can change the TotalFiringTime it's on milliseconds. Edited by user Thursday, November 3, 2016 3:22:58 PM(UTC)
| Reason: Not specified |
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Look up NeutronMissile in WeaponObjects.ini. It's ModuleTag_06 Here's an example of a modified nuke. It'll take out a GLA command center and the GLA hole. Code: Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 2000.0 ;damage within inner radius of blast
Blast1MinDamage = 2000.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 2000.0 ;damage within inner radius of blast
Blast2MinDamage = 2000.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 2000.0 ;damage within inner radius of blast
Blast3MinDamage = 2000.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 2000.0 ;damage within inner radius of blast
Blast4MinDamage = 2000.0 ;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 = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 2000.0 ;damage within inner radius of blast
Blast5MinDamage = 2000.0 ;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 = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 260.0 ;objects inside this get the full damage
Blast6OuterRadius = 260.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 500.0 ;damage within inner radius of blast
Blast6MinDamage = 500.0 ;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
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0
End
Edited by user Thursday, November 3, 2016 2:15:37 PM(UTC)
| Reason: Code tags. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
 1 user thanked Annihilationzh for this useful post.
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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I didn't even know you could do that! Now that's just awesome, man I should really look into modding ZH...... Edited by user Friday, November 4, 2016 11:12:47 AM(UTC)
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Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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You can do quite a lot modding, there are some limits but there's enough wriggle room to create entirely new factions, a working navy and shipyard, new campaigns. really the limit is in the actual units. |
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Originally Posted by: Zero Hour Mad Map Maker  I didn't even know you could do that! Now that's just awesome, man I should really look into modding ZH...... I get the feeling this might surprise you a little more. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: Annihilationzh  Originally Posted by: Zero Hour Mad Map Maker  I didn't even know you could do that! Now that's just awesome, man I should really look into modding ZH...... I get the feeling this might surprise you a little more. OH MY GOSH!  You're exactly right lol. That's EPIC! You know, as I was thinking that if I get really good at modding some time in the distant future, I would make something along those lines xD. Except in my version it was just nukes on the scud storm base. WOW just wow........ That makes me want to make a boss general in which you have to destroy him before he launches that massive super weapon! |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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changing the scud to nukes could probably be done In about 3 lines of code. |
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