Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
7 years ago
Honestly these aren't very big changes but given how long it has been since I've modded and how much I've forgotten... I'm pleased with that I've done. I'm more than open to suggestions or comments.

UserPostedImage
https://www.moddb.com/mods/generals-domination/images/emp-effects-plus-other-stuff#mediaform 

Not really that big of an edit, but adds further visual flair. EMP weapons now have a cyan missile trail and have subtle sparks floating off them. This picture also shows the new EMP Defenders, versions of the Missile Defender that can disable vehicles, buildings, and aircraft. As you can see from this it takes a minimum of three missiles detonating close to each other in order to actually create the EMP spheroid, to prevent EMP Defenders from being supremely overpowered. (The Patriot is unchanged.)

The other edit is the Firebase weapon object. All "Shell" weapon objects (I.E. Tank weapons) now feature a sweet little trail behind them.

Other changes not shown in this picture:

Superweapon General base defenses gain veterancy.

Superweapon General base defenses can create drones. (Though honestly it changes very little.)



I'm considering changing the function of the Firebase into an anti-personal weapon. It'd basically be like a Gattling Cannon on steriods. The reason behind this is that USA's defenses suuuuuuck against infantry until you get Flash Bang Rangers or Pathfinders. The Firebase as is isn't all that effective.

The issues I can see with this is that the Firebase could become OP if it still functions without power, and may make the Patriot utterly obsolete when the non-laser or EMP versions are already barely used. One solution is to just make it require power as well I suppose... But I'm also worried that if I make the weapon too powerful it might still make building Patriots sorta pointless.

One solution for the SupW version I had in mind is turning it into a "Microwave Base" where it emits a constant Microwave Tank field and it's weapon creates a similar field when it detonates. But that still leaves the normal firebase in a weird middleground of what it's effective against. Ugh Zero Hour balance is so weird! haha
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Sponsor
Apocalypse232
7 years ago
Can you email it to me or perhaps make a link to download this cool FX?

I want to customize my toxin buggy's rockets color (for Dr.Thrax).
I want to make it as follows:
White when not upgraded
Blue when I upgrade the buggy toxin ammo.
Pink when I upgrade to anthrax Gamma.
Is it possible?
Thanks
Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
7 years ago
Changing colors is easy. Go to ParticleSystem.ini and find your appropriate particle (in this case MissileDefenderMissileExhaust,) Then copy-paste a new one, rename it, then change the RGB code to whatever you want.



ParticleSystem MissileDefenderMissileExhaust
  Priority = WEAPON_TRAIL
  IsOneShot = No
  Shader = ADDITIVE
  Type = STREAK
  ParticleName = EXContrail.tga
  AngleZ = 0.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.99 0.99
  Gravity = 0.00
  SlaveSystem = InfantryStingerMissileLenzflare
  SlavePosOffset = X:0.00 Y:0.00 Z:0.00
  Lifetime = 35.00 35.00
  SystemLifetime = 0
  Size = 0.25 0.25
  StartSizeRate = 0.00 0.00
  SizeRate = 0.00 0.30
  SizeRateDamping = 0.93 0.94
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.00 0.00 0
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:183 G:183 B:183 0
  Color2 = R:0 G:0 B:0 30
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 0.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.08 Y:0.16 Z:0.01
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = -0.05 0.05
  VelOrthoZ = -0.05 0.05
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End

;Cyan version for EMP Defender

ParticleSystem MissileDefenderMissileExhaustCyan
  Priority = WEAPON_TRAIL
  IsOneShot = No
  Shader = ADDITIVE
  Type = STREAK
  ParticleName = EXContrail.tga
  AngleZ = 0.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.99 0.99
  Gravity = 0.00
  SlaveSystem = InfantryStingerMissileLenzflare
  SlavePosOffset = X:0.00 Y:0.00 Z:0.00
  Lifetime = 35.00 35.00
  SystemLifetime = 0
  Size = 0.25 0.25
  StartSizeRate = 0.00 0.00
  SizeRate = 0.00 0.30
  SizeRateDamping = 0.93 0.94
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.00 0.00 0
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:0 G:255 B:255 0
  Color2 = R:0 G:0 B:0 30
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 0.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.08 Y:0.16 Z:0.01
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = -0.05 0.05
  VelOrthoZ = -0.05 0.05
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End


Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.