IsThisName?
8 years ago
Been a long time..

First of all, back-up all your INI files folder. This is MANDATORY!

Add TERTIARY weapon slot at the ProjectileBoneFeedbackEnabledSlots

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY TERTIARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

Then, put this on your SCUD launcher body INI files (either GLA vanilla or your own side). This will update the missile launch system by launching from its own bone. Just simply put it below both WeaponLaunchBone = SECONDARY WeaponC (default and damaged)


DefaultConditionState
WeaponLaunchBone = TERTIARY WeaponC


And

ConditionState = REALLYDAMAGED
WeaponLaunchBone = TERTIARY WeaponC



After that, put this into WeaponSet section, just put it below the secondary weapon again.

Weapon = SECONDARY SCUDLauncherGunAnthraxPlusTwoMod
Weapon = TERTIARY SCUDLauncherGunNukeMod

And also, AutoChooseSources below secondary again.


AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AI


For CommandSet just copy paste it into sticky notes, we will use it later.


GLAVehicleScudLauncherCommandSet


Scroll down until you find AIUpdateInterface, and put 3rd (TERTIARY) in the ControlledWeaponSlots. This will allowed you to fire the 3rd weaponset.


Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60 ; turn rate, in degrees per sec
TurretPitchRate = 60
FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End

Save it, then lets move into Weapon.INI

=======================================================================================================

You can use my setting or edit on your own, then paste into Weapon.INI below End line Weapon CINE_SCUDLauncherGunExplosive

End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunNukeMod
PrimaryDamage = 400.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 35.0
SecondaryDamageRadius = 70.0
ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 450.0
MinimumAttackRange = 200.0
PreAttackDelay = 500
PreAttackType = PER_SHOT ; Do the delay every single shot
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_ScudLauncherIgnition
ProjectileObject = SCUDMissilePlusTwo
ProjectileExhaust = ScudMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = ScudLauncherWeapon
ProjectileDetonationFX = WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 10000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End


;------------------------------------------------------------------------------
Weapon Duckygun

Save it.

=======================================================================================================

Then let's move into CommandButton, on here you need to find Command_ChinaNukeWarhead and make a duplicate for SCUD launcher. Here's my own:

End

CommandButton Command_ChinaNukeWarheadMod
Command = SWITCH_WEAPON
WeaponSlot = TERTIARY
Options = CHECK_LIKE OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:NukeWarhead
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaNukeWarhead
End


CommandButton Command_bla..bla..bla..

Then save it.

=======================================================================================================

Last section, remember the CommandSet on sticky notes? Let's edit them on CommandSet.INI files, just make another line for the weapon:


CommandSet Nuke_ChinaVehicleScudLauncherCommandSet
1 = Command_GLAExplosiveWarhead
2 = Command_ChinaNukeWarheadMod
3 = Command_GLAAnthraxWarhead
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End


Save it, and you're done.
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IsThisName?
8 years ago
Build scene by supply center, because China Nuke General Warfactory is full, so I put them to supply center.

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Weapon Set

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Arming the nuke SCUD

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zero hour mad map maker
8 years ago
For a moment there I got super excited; I thought that this would make the scud launcher launch an actual Nuclear missile like the Nuke Trucks, ISBMs or the Nuke Silo...


It's still awesome though! NICE WORK! 🙂
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
zero hour mad map maker
8 years ago
Welcome to CnC Labs btw!!!! Good to see you! 😃
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
IsThisName?
8 years ago

Welcome to CnC Labs btw!!!! Good to see you! :D

Originally Posted by: Zero Hour Mad Map Maker 



Thank you :)
My apology, I'm using the 2nd form of SCUD Launcher (2nd upgrade by picking crates on GLA), so you will notice my SCUD missiles and its launcher is not using original form.

[MADNESS] Next one I will make crazy Rocket buggy capable launching barrage (small) nuke missile :)

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SkyMix_RMT
8 years ago
This is really good stuff.
You should try making them come out of the propaganda center instead of the supply center.
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IsThisName?
8 years ago

This is really good stuff.
You should try making them come out of the propaganda center instead of the supply center.

Originally Posted by: SkyMix_RMT 



Thank you ^^

At first, I was thinking the same, but then comes my next questions, "Where I should put the upgrades? (e.g junk repair, composite armor, countermeasures, etc)"
Then, for the best answer, I put the 'hijacked' vehicle on supply center and the upgrade stuff on propaganda center.
acidbrain
8 years ago

Build scene by supply center, because China Nuke General Warfactory is full, so I put them to supply center.

Originally Posted by: IsThisName? 


Maybe you can use a 18 button commandset, I uploaded it Here ...post #19

Greetz


Panem et kirkinses
IsThisName?
8 years ago

Build scene by supply center, because China Nuke General Warfactory is full, so I put them to supply center.

Originally Posted by: acidbrain 


Maybe you can use a 18 button commandset, I uploaded it Here ...post #19

Greetz

Originally Posted by: IsThisName? 



Many thanks for you ^^
Annihilationzh
8 years ago

For a moment there I got super excited; I thought that this would make the scud launcher launch an actual Nuclear missile like the Nuke Trucks, ISBMs or the Nuke Silo...

Originally Posted by: Zero Hour Mad Map Maker 


There is something very dangerous inside that head of yours. :p

But seriously, you should just be able to put this in the weapon code:
ProjectileDetonationOCL = OCL_DirtyNuke

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.
zero hour mad map maker
8 years ago

For a moment there I got super excited; I thought that this would make the scud launcher launch an actual Nuclear missile like the Nuke Trucks, ISBMs or the Nuke Silo...

Originally Posted by: Annihilationzh 


There is something very dangerous inside that head of yours. :p

But seriously, you should just be able to put this in the weapon code:
ProjectileDetonationOCL = OCL_DirtyNuke

Originally Posted by: Zero Hour Mad Map Maker 




Somehow I know you are right 😛 😛




Really? Would that allow it to really explode? Like nuke nuke explode? If so, you and sir isThisName? have solved one of my Zh dreams.
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
Unknown Editor
8 years ago

[quote=Zero Hour Mad Map Maker;145481]For a moment there I got super excited; I thought that this would make the scud launcher launch an actual Nuclear missile like the Nuke Trucks, ISBMs or the Nuke Silo...

Originally Posted by: Zero Hour Mad Map Maker 


There is something very dangerous inside that head of yours. :p

But seriously, you should just be able to put this in the weapon code:
ProjectileDetonationOCL = OCL_DirtyNuke[/code][/quote]


Somehow I know you are right 😛 😛 




Really? Would that allow it to [i]really[/i] explode? Like nuke nuke explode? If so, you and sir isThisName? have solved one of my ZH dreams.[/quote]

So , It really Explodes But with 🅱FAKE[/b] Radiation (Just Radiation Animation , With No Damage) .
In order If you Want a 🅱[i]REAL[/i][/b] Radiation (Contains DAMAGE To Units) You'll Need To Replace The CargoTruckNuke Explosion Module : (This Works On Map.ini)

[code=cpp]Object CargoTruckNuke ; The Exploding Nuke Which Happens At Truck's Death !

 ReplaceModule ModuleTag_03

  Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03_Override
    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     = 0.0     ;damage within inner radius of blast
    Blast1MinDamage     = 0.0     ;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     = 0.0     ;damage within inner radius of blast
    Blast2MinDamage     = 0.0     ;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     = 0.0     ;damage within inner radius of blast
    Blast3MinDamage     = 0.0     ;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     = 0.0     ;damage within inner radius of blast
    Blast4MinDamage     = 0.0     ;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     = 0.0     ;damage within inner radius of blast
    Blast5MinDamage     = 0.0     ;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   = 60.0    ;objects inside this get the full damage
    Blast6OuterRadius   = 210.0   ;objects inside this get some of the full damage
    Blast6MaxDamage     = 3500.0  ;damage within inner radius of blast
    Blast6MinDamage     = 200.0   ;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
 End
End

; I Just Added An OCL Nuke Radiation Field And It Works as Well !

Or Just Go to Data\INI\Object\WeaponObjects.ini And Add :

OCL = MIDPOINT OCL_NukeRadiationField

Originally Posted by: Annihilationzh 


To The NeutronMissileSlowDeathBehavior Code Yourself .
GOOD LUKE 😉
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%