hellish73
  • hellish73
  • 56% (Neutral)
  • Private Topic Starter
14 years ago
I want to make a nuke terrorist who explodes like a nuketruck. I have used the nuketruckdetonate command but it is just gray and unusable on the terrorists commandset. My file is attached so have a look. How do I do it?   INI Files.rar (44kb) downloaded 3 time(s).
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Annihilationzh
14 years ago
You need to mess with the terrorists death behaviours.

This is how the ConvoyTruckArmedWithNuke does it:
  Behavior = SlowDeathBehavior ModuleTag_09
    DeathTypes = NONE +SUICIDED
    DestructionDelay = 1500
    OCL = FINAL OCL_GenericCarExplode
    Weapon = FINAL DirtyNukeCreationWeapon
  End
  Behavior = SlowDeathBehavior ModuleTag_10
    DeathTypes = ALL -SUICIDED
    DestructionDelay = 0
    OCL = FINAL OCL_GenericCarExplode
    Weapon = FINAL DirtyNukeCreationWeapon
  End


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.
hellish73
  • hellish73
  • 56% (Neutral)
  • Private Topic Starter
14 years ago
I am using CivilianTransportWithNuke, it's different to the other one. Cba to attach a file, here is its script:
Also could you please tell me EXACTLY what I have to change in the terrorist death modules :)

Object NukeTruck

  ; *** ART Parameters ***
  SelectPortrait         = SSConvoy_L
  ButtonImage            = SSConvoy_L
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState  = NONE
      Model         = NVConvoy
    End
    ConditionState  = LOADED
      Model         = NVConvoy
    End  

    ConditionState    = RUBBLE
      Model           = NVSSUPPLYTK_D
    End

    ConditionState    = RUBBLE LOADED
      Model           = NVSSUPPLYTK_D
    End

    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    ;CabBone = CAB
    ;TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    ;MidRightFrontTireBone = Tire03
    ;MidLeftFrontTireBone = Tire04
    ;MidRightMidTireBone = Tire05
    ;MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    
    TrackMarks = EXTireTrack.tga
    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:NukeTruck
  Side = China
  EditorSorting   = VEHICLE
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY NukeTruck
  End
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 2000
  BuildTime       = 30.0          ;in seconds    
  VisionRange     = 150 ; Used in attack move targeting
  ShroudClearingRange     = 350

  Prerequisites
    Object = ChinaWarFactory
    Object = ChinaNuclearMissileLauncher
  End

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianTransportWithNukeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = SupplyTruckVoiceSelect
  VoiceMove               = SupplyTruckVoiceMove
  VoiceAttack             = SupplyTruckVoiceAttack
  SoundMoveStart          = SupplyTruckMoveStart
  SoundMoveStartDamaged   = SupplyTruckMoveStart
  UnitSpecificSounds
    VoiceCreate           = SupplyTruckVoiceCreate
    TruckLandingSound     = NoSound
    TruckPowerslideSound  = NoSound
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 

  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 230.0
    InitialHealth   = 230.0
  End




  Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
    DeathWeapon   = NukeTruckDeathWeapon
    StartsActive  = Yes                        ; turned on by upgrade
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_48
    DeathWeapon   = NukeTruckDeathField
    StartsActive  = Yes                        ; turned on by upgrade
  End

  Behavior = AIUpdateInterface ModuleTag_87
  End
  Locomotor       = SET_NORMAL CINE_SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor

  Behavior          = PhysicsBehavior ModuleTag_81
    Mass            = 30.0
  End

  Behavior           = OCLSpecialPower ModuleTag_42
    SpecialPowerTemplate = SuperweaponDetonateDirtyNuke
    OCL                  = SUPERWEAPON_DetonateDirtyNuke
    CreateLocation       = USE_OWNER_OBJECT
  End

   Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 200
    DestructionDelayVariance = 100
    FX  = FINAL    FX_SupplyTruckExplosionOneFinal
    OCL = FINAL    OCL_ChinaSupplyTruckDeathEffect
  End
    
  Behavior = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  
  Behavior = CreateObjectDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_ChinaSupplyTruck_CrushEffect
  End

  Behavior                       = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_10
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; A crushing defeat
  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior        = CreateCrateDie ModuleTag_12
    CrateData     = SalvageCrateData
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End
Annihilationzh
14 years ago
See this?

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04
    DeathWeapon   = SuicideDynamitePack
    StartsActive  = Yes                      ; turned on by upgrade
    DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
  End

Change it to this:

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04
    DeathWeapon   = DirtyNukeCreationWeapon
    StartsActive  = Yes                      ; turned on by upgrade
    DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
  End

If you want him to always explode regardless of how he dies, you can change this line:
    DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED

To this:

    DeathTypes = ALL

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.
hellish73
  • hellish73
  • 56% (Neutral)
  • Private Topic Starter
14 years ago
Ok, now what happens is when he dies he explodes with nuclear proportions 🙂 However I still can't attack anything or detonate him with the nuke button in his command set, its just grey and when i try and attack something it comes up with a "NO" sign. WHY
Annihilationzh
14 years ago
...because you removed his suicide weapon.
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.