Posted by: glumurr - Friday, May 13, 2011 7:48:19 AM
okay. So I have just downloaded the ShockWave Mod thingy to get some stuff from there. I took the Soyuz Missile and placed it at the Chemical general at the original Zero hour. but the problem is that I can't build it. I made an Command Button entry that should work but when I go to the game to check it out if it worked, it crashes (the game) so If I will post the codes here, will you maybe be able to figuree out what is wrong? because I have no idea :/ The Command Button entry [code]CommandButton Chem_Command_ConstructGLABaikonurMissile Command = DOZER_CONSTRUCT Object = Chem_GLABaikonurMissile TextLabel = CONTROLBAR:ConstructGLABaikonurMissile ButtonImage = SUBaikonur_L ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBaikonurMissile End[/code] as I say.. I can't see anything wrong with this... *I will have to add the folder. the codes are to big for this page, so if you don't mind.. you will have to download the chemical folder hehe :S* and then I haven't added anything more. I know I still need to add the weapon set and something at the OCL folder. but I first want to sort out the command button problem before moving on.. And then I have added all of the W3D models to the right folder so the structure should appear. but as I say, when I have this CommandButton entry, thee game just crashes when I enter.

Posted by: Annihilationzh - Friday, May 13, 2011 8:21:57 AM
There's a semi-colon (;) right the start that shouldn't be there. If you still need help, we're going to need a step-by-step of what you've done.

Posted by: glumurr - Friday, May 13, 2011 8:29:52 AM
woops... I forgot to remove the (;) I placed it there so the game would work without that I had to remove the code from the command button. alright then. I'l post the codes and everything...

Posted by: glumurr - Friday, May 13, 2011 8:36:12 AM
Deleted - Sorry

Posted by: glumurr - Friday, May 13, 2011 8:53:46 AM
sorry.. but I will have to post another reply since you can't attach a folder to edided post. so what I have done. 1. I added the Soyuz missile codes to the chemical general folder. 2. I changed all of those Salv_***** to Chem_***** 3. I added the Cameos and W3D models to the right folder. (here starts the game to crash) 4. I create the command button entry. so there must be something wrong with CommandButton thing. if you wan't I will attach the ChemicalGeneral.INI folder if you wan't a closer look to the soyuz missile. I tried to post the codes here but they where too long. [ATTACH]773[/Attach]

Posted by: Annihilationzh - Saturday, May 14, 2011 4:06:26 AM
For a start, all this is missing: ObjectCreationList.ini: Salv_OCL_SoyuzDummyCollapse SUPERWEAPON_BaikonurMissileFireOCL Specialpower.ini SuperweaponBaikonurMissile Weapon.ini BaikonurMissileWeaponDummy BaikonurMissileWeapon The commandbutton is not what's causing the game to crash. I'm guessing you've done something else.

Posted by: glumurr - Saturday, May 14, 2011 5:57:52 AM
so if I will get all of this to the OCL.INI specialpower.INI and all of the others... would the game then work?

Posted by: Annihilationzh - Saturday, May 14, 2011 6:18:18 AM
I've directly tested it with my game, both the chemicalgeneral.ini file and commandbutton entry worked fine. So those are not the issue. What does world builder say? What does releasecrashinfo.ini say?

Posted by: glumurr - Saturday, May 14, 2011 6:48:05 AM
it says nothing... did you use my command button code or did you create your own? if you did, can you maybe post it here? and did you change something in ChemicalGeneral.INI?

Posted by: Annihilationzh - Saturday, May 14, 2011 7:18:58 AM
I changed nothing. I used the commandbutton.ini entry in your first post, and I used the chemicalgeneral.ini you attached.

Posted by: glumurr - Saturday, May 14, 2011 7:23:45 AM
Then that is really wierd that it crashes... because the first time I started this topic I did the same thing you just did.. it is really wierd that it crashes then... but right now I am adding ObjectCreationList.INI Weapon.INI SpecialPower.INI it is really hard to work with those shock wave files. they are really messed up

Posted by: glumurr - Saturday, May 14, 2011 7:39:12 AM
okay. the missile now shows up in my game and it doesnt crash. but as always.. I have a problem this time t is fireing the missile. when the missile is ready I can click on it and tell it to shoot. but for some reason I can not click on the ground so the missil will fire. do you have any idea how to work that out?

Posted by: Annihilationzh - Saturday, May 14, 2011 7:57:32 AM
I know the usual cause. I'm thinking that your specialpower.ini entry does not match "SuperweaponBaikonurMissile" in ModuleTag_10 in chemicalgeneral.ini.

Posted by: glumurr - Saturday, May 14, 2011 8:14:35 AM
[code]SpecialPower SuperweaponBaikonurMissile Enum = NUKE_SPECIAL_NEUTRON_MISSILE ReloadTime = 360000 ; in milliseconds. min is 2x door/open close time! InitiateSound = BaikonurInitiated InitiateAtLocationSound = AirRaidSiren PublicTimer = Yes ViewObjectDuration = 40000 ViewObjectRange = 250 RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers. End[/code] do you think you can tell me what to change? the names match perfectly

Posted by: glumurr - Saturday, May 14, 2011 12:04:56 PM
I have solved the launching problem... but yet again I have a problem. when I launch the missile as soon as it gets out of the launchpad, it dissappears and doesn't do any attach. do you know how to fix that? I appreceate all of te help you have given me Annihilationzh but I need more [b]↑[/b] ****** here is a video of what always happends when I try to launch the soyuz missile [ATTACH]774[/Attach]

Posted by: Annihilationzh - Sunday, May 15, 2011 6:55:13 AM
I'm guessing you haven't created the projectile?

Posted by: glumurr - Sunday, May 15, 2011 8:38:54 AM
you are guessing right. •what is that? •in what file do I create it in?

Posted by: Annihilationzh - Sunday, May 15, 2011 9:42:58 AM
It's an object, so it'll probably go in the weaponobjects.ini file, but it could also go in chemicalgeneral.ini. As long as it's in the object folder, it doesn't matter. Unless they used an obscure method, the projectile name can be found in the weapon.ini under projectileobject.

Posted by: glumurr - Sunday, May 15, 2011 10:31:56 AM
okay I have added something... the fire that comes out of the missile is purple.. but it must be able to fix with a small change... now the last step is left... adding the weapon. the missile always dies out before it hits to the ground. do you know how to fix that? and when it hits to the ground how can I let it explode so there comes a green mushroom cloud instead of the default orange/brown/yellow?

Posted by: Annihilationzh - Sunday, May 15, 2011 11:58:58 AM
[quote]the missile always dies out before it hits to the ground. do you know how to fix that?[/quote] Either it doesn't have enough fuel, or it's being killed at a set height. Either way, it's in the object code (weaponobjects.ini unless you put it somewhere else). [quote]how can I let it explode so there comes a green mushroom cloud instead of the default orange/brown/yellow?[/quote] The effects used will either be in the weapon or the death module of the projectile.

Posted by: glumurr - Sunday, May 15, 2011 12:03:35 PM
let me just post the code here... so what can I change so it won't die out? [code]Object SalvagedBaikonurMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UBBaiknr_M Animation = UBBaiknr_M.UBBaiknr_M AnimationMode = LOOP ParticleSysBone = Engine01 BaikonurRocketFlare ParticleSysBone = Engine02 BaikonurRocketFlare ParticleSysBone = Engine03 BaikonurRocketFlare ParticleSysBone = Engine04 BaikonurRocketFlare ParticleSysBone = Engine05 BaikonurRocketFlare ParticleSysBone = Engine06 BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End End ; ***DESIGN parameters *** DisplayName = OBJECT:SCUDMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundAmbient = ScudStormIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 9999.0 InitialHealth = 9999.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 500 DistanceToTargetBeforeDiving = 700 End Locomotor = SET_NORMAL BaikonurMissileLocomotor Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 60.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = DestroyDie ModuleTag_06 ;nothing End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponBaikonurMissile End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = BaikonurDetonationWeapon StartsActive = Yes ConflictsWith = Upgrade_GLAAnthraxBeta End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = BaikonurDetonationWeaponUpgraded StartsActive = No TriggeredBy = Upgrade_GLAAnthraxBeta End Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ;Shadow = SHADOW_DECAL End[/code] [code]Object BaikonurMissileDamageDUMMYObject ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 KindOf = NO_COLLIDE UNATTACKABLE ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 1800 ; min lifetime in msec MaxLifetime = 1800 ; max lifetime in msec End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 FXList = WeaponFX_SoyuzMissileDetonation;FX_BaikonurNuke Blast1Enabled = Yes Blast1Delay = 300 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 120.0 ;objects inside this get the full damage Blast1OuterRadius = 230.0 ;objects inside this get some of the full damage Blast1MaxDamage = 400.0 ;damage within inner radius of blast Blast1MinDamage = 250.0 ;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 = 600 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 120.0 ;objects inside this get the full damage Blast2OuterRadius = 230.0 ;objects inside this get some of the full damage Blast2MaxDamage = 400.0 ;damage within inner radius of blast Blast2MinDamage = 250.0 ;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 = 900 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 230.0 ;objects inside this get some of the full damage Blast3MaxDamage = 400.0 ;damage within inner radius of blast Blast3MinDamage = 250.0 ;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 = 1200 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 120.0 ;objects inside this get the full damage Blast4OuterRadius = 230.0 ;objects inside this get some of the full damage Blast4MaxDamage = 400.0 ;damage within inner radius of blast Blast4MinDamage = 250.0 ;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 = 1500 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 120.0 ;objects inside this get the full damage Blast5OuterRadius = 230.0 ;objects inside this get some of the full damage Blast5MaxDamage = 400.0 ;damage within inner radius of blast Blast5MinDamage = 250.0 ;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 = 1800 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 120.0 ;objects inside this get the full damage Blast6OuterRadius = 230.0 ;objects inside this get some of the full damage Blast6MaxDamage = 400.0 ;damage within inner radius of blast Blast6MinDamage = 250.0 ;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 = 2100 ;in milliseconds, don't do the damage wave Blast7InnerRadius = 120.0 ;objects inside this get the full damage Blast7OuterRadius = 230.0 ;objects inside this get some of the full damage Blast7MaxDamage = 400.0 ;damage within inner radius of blast Blast7MinDamage = 250.0 ;always do at least this much damage to objects Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 2400 ;in milliseconds, don't do the damage wave Blast8InnerRadius = 120.0 ;objects inside this get the full damage Blast8OuterRadius = 230.0 ;objects inside this get some of the full damage Blast8MaxDamage = 400.0 ;damage within inner radius of blast Blast8MinDamage = 250.0 ;always do at least this much damage to objects Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 2700 ;in milliseconds, don't do the damage wave Blast9InnerRadius = 120.0 ;objects inside this get the full damage Blast9OuterRadius = 230.0 ;objects inside this get some of the full damage Blast9MaxDamage = 400.0 ;damage within inner radius of blast Blast9MinDamage = 250.0 ;always do at least this much damage to objects Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = NuclearMissileShockwaveSpawnerWeapon1 StartsActive = Yes End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End[/code] and what can I do to get the green effect?

Posted by: Annihilationzh - Sunday, May 15, 2011 12:59:38 PM
I'm guessing you're missing the weapons here: [code] Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = BaikonurDetonationWeapon StartsActive = Yes ConflictsWith = Upgrade_GLAAnthraxBeta End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = BaikonurDetonationWeaponUpgraded StartsActive = No TriggeredBy = Upgrade_GLAAnthraxBeta End[/code] It is supposed to disappear. All nuke's do it. They explode above ground to make the damage worse. The trouble is, they're not firing their death weapons, so they just disappear. You'll find the effects listed on this line: [code] FXList = WeaponFX_SoyuzMissileDetonation;FX_BaikonurNuke[/code] You can change this to the green nuke, if you can find it in FXList.ini (it's probably NukeGLA or something similar). If you want to directly steal the effects from shockwave, you'll have to copy the entries in FXList.ini, and then particlesystem.ini, which will take a while, unless you directly copy shockwave's files.

Posted by: glumurr - Sunday, May 15, 2011 1:28:42 PM
no I don't want to "steal" the nuclear effects. I think the green ball is ugly. but I remember copying the soyuz missile detonation weapon but I guess I am missing from the FxList. I will go and check ***Edid I changed it into nukeGla but it still doesn't work got any suggestions

Posted by: glumurr - Wednesday, June 1, 2011 5:52:39 AM
I decidet to try this again and I managed to to soemthing. I placed baikonurMissileFx somewhere in weapon.ini and when I launch the missile, it still doesn't work~ if I launch teh missile somewhere on the map, it just lands and disappears. But if I launch the missile at any building - it works (the Baikonur FX) but it doesn't do any damage. and do you know how I can make the missile explode with the baikonur fx without having to fire it at any building?

Posted by: Annihilationzh - Thursday, June 2, 2011 1:50:15 AM
HeightDieUpdate is killing it before it detonates. When it hits a building, it detonates before it drops to it's target height. So remove that, and hope that it doesn't create an extra 100 bugs (which would be a miracle).

Posted by: glumurr - Thursday, June 2, 2011 4:31:41 AM
hehe I'l try and I shall hope so to *Edid*** Yay that worked! :D now I got two problems more sadly. 1. how do I let the missile shoot directly down? when I shoot the missile it goes straight up, then goes to side and then it lands at a 45° angle. how can I let the missile land at 90° angle facing down? because when it lands at 45° angle - the green "mushroom cloud" gets all wierd. do you know how let it land at 90° angle facing down? 2. how do I let the damage happen? [code]Weapon BaikonurMissileWeapon PrimaryDamage = 350.0 AttackRange = 100.0 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 ProjectileDetonationFX = FX_BaikonurNuke 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. ProjectileDetonationOCL = OCL_PoisonFieldLarge End Weapon BaikonurDetonationWeapon PrimaryDamage = 350.0 AttackRange = 100.0 FireOCL = SUPERWEAPON_BaikonurMissileFireOCL 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 ProjectileDetonationFX = WeaponFX_LargePoisonFieldWeapon End[/code] when it lands it doesn't do any damage. do you know how to fix that as well?

Posted by: Annihilationzh - Friday, June 3, 2011 4:50:46 PM
[quote]1. how do I let the missile shoot directly down? when I shoot the missile it goes straight up, then goes to side and then it lands at a 45° angle. how can I let the missile land at 90° angle facing down? because when it lands at 45° angle - the green "mushroom cloud" gets all wierd. do you know how let it land at 90° angle facing down?[/quote] IIRC, that's caused by the removal of the HeightDieUpdate. I don't think it's related to the angle of the landing. Hence why I was a little reluctant to remove it earlier. The code you started with works - as it worked for the shockwave team. So changing the method isn't a great idea. All you needed to do is add everything that's missing.

Posted by: glumurr - Friday, June 3, 2011 4:58:36 PM
oh there isn't anything missing.. sorry but one doesn't know what IIRC means. now I have downloaded the SW1.1 and I looked at the .big files and those codes are much friendlier that the codes from 1.0 it was hard to understan them I hope I can work this out somehow

Posted by: Annihilationzh - Friday, June 3, 2011 5:24:59 PM
http://www.urbandictionary.com/define.php?term=iirc [quote]oh there isn't anything missing..[/quote] The effects were missing.

Posted by: glumurr - Friday, June 3, 2011 6:03:48 PM
sorry to ask but where are they kept?

Posted by: Annihilationzh - Friday, June 3, 2011 8:42:20 PM
The effects themselves are in Particlesystem.ini. The individual effects are combined in FXList.ini.

Posted by: glumurr - Saturday, June 4, 2011 4:46:22 AM
soif I will set the effects.. will the damage work?+ *Edid* okay it works now... going to figure out how to reduce the damage and add the poisonfiled. thank you very much for your help! [+1]