king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago
I have a problem. Until now not anyone on other forums could help me. I am looking for some help with some weapons. The problem is that My Clustermissile and my Chemicalnuclearmissile, are both pretty large missiles. But when it fires the fire that should point downwards is pointing a bit sideways. In what file can I find the rear(launch)fire that comes out from the rear of the missiles and pointing downwards(They should but dont)????????????
Please help, I would be glad for any help to correct this, if anyone is a super expert at modding, then give me a helping hand. I could also upload everything in my mod for someone to check. I started mod my original ZH(Airforce), and have all the (Ini)files, images and ART, they are to be inserted in the game dir only with a fresh original ZH installation. HELP.

Thnx a bunch
Sponsor
CommieDog
17 years ago
What are you using for the ProjectileExhaust= tag in your new weapon's INI code?
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CommieDog: Because someone has to do your dirty work for you
king
  • king
  • 100% (Exalted)
  • Major Topic Starter
17 years ago

CLUSTERMISSILE:
;------------------------ClusterMissileWeapons--------------------------------------
Weapon ScudStormPrimaryDummyWeapon
End

Weapon ClusterMissileSuperWeapon
  PrimaryDamage               = 0.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadius               = 0
  AttackRange                 = 9999999.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  ProjectileObject            = SuperWeaponClusterMissile
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  FireSound                   = ClusterMissileLaunch
  FireSoundLoopTime           = 100  
  DelayBetweenShots           = 50
  ClipSize                    = 2                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  ProjectileCollidesWith      = STRUCTURES
  PreAttackDelay              = 4000
  PreAttackType               = PER_CLIP
  AcceptableAimDelta          = 180 
End

Weapon ClusterMissileSuperWeaponMissileComingDownWeapon ;when the missile is going back down to the target area
 FireOCL = OCL_ClusterMissile
End

Weapon ClusterMissileSuperWeaponDetonationWeapon ;Damage weapon of the main warheads
  PrimaryDamage               = 250.0
  PrimaryDamageRadius         = 100.0
  SecondaryDamage             = 100.0
  SecondaryDamageRadius       = 160.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                    = 6
  AutoReloadsClip             = No
End

Weapon ClusterMissileSuperWeaponDetonationWeapon_Shockwave
  PrimaryDamage               = 180.0
  PrimaryDamageRadius         = 110.0
  DamageType                  = SNIPER 
  DeathType                   = EXPLODED
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip   = No 
  ShockWaveAmount   = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius   = 180.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff = 0.33    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End

Weapon ClusterMissileSuperWeaponClusterDetonationWeapon ;Damage weapon of the secondary warheads
  PrimaryDamage               = 85.0
  PrimaryDamageRadius         = 50.0
  SecondaryDamage             = 85.0
  SecondaryDamageRadius       = 110.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                    = 6
  AutoReloadsClip             = No
End

Weapon ClusterMissileSuperWeaponClusterDetonationWeapon_Shockwave
  PrimaryDamage               = 150.0
  PrimaryDamageRadius         = 110.0
  DamageType                  = SNIPER 
  DeathType                   = EXPLODED
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip   = No 
  ShockWaveAmount   = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius   = 110  ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff = 0.3    ; 0.3 means at the shockwave edge, the shockwave amount is 30%.
End

Weapon ClusterMissileSuperWeaponMainCluster ;Main Cluster MissileWarhead
  AttackRange = 999999
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 100
  ProjectileObject = SuperWeaponClusterMissileHitting
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 1
  AutoReloadsClip = No
  ScatterRadius = 0
  ScatterTargetScalar = 1
  ScatterTarget = X: 0.00 Y: 0.00
  MissileCallsOnDie = Yes
End

Weapon ClusterMissileSuperWeaponCluster1 ;Cluster 1
  AttackRange = 999999
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 100
  ProjectileObject = SuperWeaponClusterMissile_Cluster
  ProjectileExhaust = SheridanMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 1
  AutoReloadsClip = No
  ScatterRadius = 0
  ScatterTargetScalar = 1
  ScatterTarget = X: 100.00 Y: 0.00
  MissileCallsOnDie = Yes
End

Weapon ClusterMissileSuperWeaponCluster2 ;Cluster 2
  AttackRange = 999999
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 100
  ProjectileObject = SuperWeaponClusterMissile_Cluster
  ProjectileExhaust = SheridanMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 1
  AutoReloadsClip = No
  ScatterRadius= 0
  ScatterTargetScalar = 1
  ScatterTarget = X: -100.00 Y: 0.00
  MissileCallsOnDie = Yes
End

Weapon ClusterMissileSuperWeaponCluster3 ;Cluster 3
  AttackRange = 999999
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 100
  ProjectileObject = SuperWeaponClusterMissile_Cluster
  ProjectileExhaust = SheridanMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 1
  AutoReloadsClip = No
  ScatterRadius= 0
  ScatterTargetScalar = 1
  ScatterTarget = X: 0.00 Y: 100.00
  MissileCallsOnDie = Yes
End

Weapon ClusterMissileSuperWeaponCluster4 ;Cluster 4
  AttackRange = 999999
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 100
  ProjectileObject = SuperWeaponClusterMissile_Cluster
  ProjectileExhaust = SheridanMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 1
  AutoReloadsClip = No
  ScatterRadius= 0
  ScatterTargetScalar = 1
  ScatterTarget = X: 0.00 Y: -100.000
  MissileCallsOnDie = Yes
End

;-------------------------------------------------------------------
Weapon HimarsMissileClusterDetonate
  PrimaryDamage = 30.0            
  PrimaryDamageRadius = 20.0
  PrimaryDamage = 20.0            
  PrimaryDamageRadius = 50.0  
  AttackRange = 100.0
  DamageType = JET_MISSILES         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  FireFX = WeaponFX_HimarsClusterMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS  NOT_SIMILAR  
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No
End


BaikonurMissile:
;----------------------ChemicalNuclearMissile-----------------------------------
Weapon BaikonurMissileWeaponDummy
End

;-------------------------------------------------------------------------------
Weapon BaikonurMissileWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")  
  AttackRange = 999999            ; not used for this weapon (it's "special")
  DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  DeathType = EXPLODED
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = SalvagedBaikonurMissile
  FireFX = WeaponFX_ScudStormMissile
  FireSound = BaikonurMissileLaunch
  FireSoundLoopTime   = 100  
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF
  DelayBetweenShots = 1
  ClipSize = 2
  ClipReloadTime = 10000 ; give it time to sink into the ground          
  AutoReloadsClip = Yes
  ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
  PreAttackDelay = 5000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  AcceptableAimDelta = 180 ; Don't need to turn at all.
End

;-------------------------------------------------------------------------------
Weapon BaikonurDetonationWeapon
  PrimaryDamage = 0.0   
  AttackRange = 100.0
  FireOCL = OCL_BaikonurMissileBallOfDeathObject
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;-------------------------------------------------------------------------------
Weapon BaikonurBallOfDeathLightEffectWeapon
  FireFX = WeaponFX_BaikonurBallLight
  FireOCL = OCL_BaikonurMissileDummyObject
  DelayBetweenShots = 10          ; not used for this weapon (it's "special")
  ClipSize = 1                    ; not used for this weapon (it's "special")
  ClipReloadTime = 100            ; not used for this weapon (it's "special")
  AutoReloadsClip = No            ; not used for this weapon (it's "special")
End

;-------------------------------------------------------------------------------
Weapon BaikonurDetonationWeaponUpgraded
  PrimaryDamage = 0.0   
  AttackRange = 100.0
  FireOCL = OCL_BaikonurMissileBallOfDeathObjectUpgraded
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;-------------------------------------------------------------------------------
Weapon BaikonurBallOfDeathLightEffectWeaponUpgraded
  FireFX = WeaponFX_BaikonurBallLight
  FireOCL = OCL_BaikonurMissileDummyObjectUpgraded
  DelayBetweenShots = 10          ; not used for this weapon (it's "special")
  ClipSize = 1                    ; not used for this weapon (it's "special")
  ClipReloadTime = 100            ; not used for this weapon (it's "special")
  AutoReloadsClip = No            ; not used for this weapon (it's "special")
End

;--------------------------------------------------------------
Weapon NuclearMissileShockwaveSpawnerWeapon1
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 0.0
  AttackRange = 10.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 100000               ; time between shots, msec
  FireOCL = OCL_NuclearMissileShockwaveDelayObject
End

;-------------------------------------------------------------------
Weapon NuclearMissileShockwaveSpawnerWeapon2
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 0.0
  AttackRange = 10.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 100000               ; time between shots, msec
  FireOCL = OCL_NuclearMissileShockwaveObjectSpawner
End

;----------------------------------------------------
Weapon NuclearMissileShockwaveWeapon
  PrimaryDamage = 45.0
  PrimaryDamageRadius = 220.0
  AttackRange = 10
  DamageType = SNIPER
  DeathType = EXPLODED
  WeaponSpeed = 999999.0
  FireFX = FX_ShockWaveExplosionSound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 300
  ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius = 210.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End



These are the weapon data. Hope you can help me!

Thnx
CommieDog
17 years ago
It looks like you don't have a ProjectileExhaust value set. Try looking at the SCUD Storm weapon.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you