NewNightmare
13 years ago
Can some1 explain to me how on earth do you create your own EMP projectile?
I want to make a create at location special power, but just can't figure out how does the EMP module work.
Here's What Ive so far:
Button:

CommandButton Command_TechTruckGridHack
  Command           = SPECIAL_POWER
  SpecialPower      = SpecialPowerTechTruckGridHack
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:GridHack
  ButtonImage       = TechTruckGridHack
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipGridHack
  RadiusCursorType  = SPYSATELLITE
  InvalidCursorName = GenericInvalid
End
Special Power
SpecialPower SpecialPowerTechTruckGridHack
  Enum          = SPECIAL_NAPALM_STRIKE
  ReloadTime    = 120000 ; in milliseconds
  PublicTimer   = No
  ViewObjectDuration      = 5000
  ViewObjectRange         = 60
  RadiusCursorRadius      = 50
  InitiateSound = CIAIntelligenceActivate
  ShortcutPower       = NO     ;Capable of being fired by the side-bar shortcut.
  SharedSyncedTimer   = No
  AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Unit code:
  Behavior           = OCLSpecialPower ModuleTag_RADARCHINA2
    SpecialPowerTemplate = SpecialPowerTechTruckGridHack
    OCL                  = SUPERWEAPON_GridHack
    CreateLocation       = CREATE_AT_LOCATION
  End
OCL

ObjectCreationList SUPERWEAPON_GridHack
  CreateObject
    ObjectNames = TechEMPDummy
    Disposition = LIKE_EXISTING
    Count = 1
  End
End
And the EMP projectile:
Object TechEMPDummy

  KindOf = NO_COLLIDE
  EditorSorting = SYSTEM
  Draw                = W3DModelDraw ModuleTag_01
    ConditionState    = None
      Model           = EXEMPSphere
      Animation       = EXEMPSphere.EXEMPSphere
    End
  End

  Behavior = EMPUpdate ModuleTag_02
    DisabledDuration    = 10000
    Lifetime            = 3000
    StartFadeTime       = 300
    StartScale          = 0.01  
    TargetScaleMin      = 1.5
    TargetScaleMax      = 1.7
    StartColor          = R:32 G:64 B:255
    EndColor            = R:0 G:0 B:0

    DisableFXParticleSystem = EMPSparks

  End

  Geometry            = SPHERE
  GeometryMajorRadius = 30.0
  GeometryIsSmall     = No

End
Now: What I got is:
I can successfully fire the special power, but regardless of settings the radius affected remains the same.
Sponsor
NewNightmare
13 years ago
Eh, I guess my research skills in the evening go down a bit:
From DeeZire's Modulelist:
    EffectRadius        = 50