Posted by: general_hamed - Friday, August 29, 2014 8:08:32 AM
[question] hi I am newbie to modding and hope post my topic in right place.I want to build a new weapon for a new unit I started to add new MIG to China airfield and it appear in game(successful!) then copied it's weapon (napalm missile) and tried to change it so it can fire neutron missiles so it can clear building and vehicles like nuke canon neutron shell(unsuccessful!). first please tell me how i do that then if possible can some body tell about weapons and parameters that change their specifics? thanks

Posted by: klingondragon - Friday, August 29, 2014 8:46:51 AM
I would copy the existing mig weapons and change the damage type to that of the neutron missile

Posted by: general_hamed - Friday, August 29, 2014 2:45:15 PM
Thanks DUDE! I will try it Sir!

Posted by: CommieDog - Friday, August 29, 2014 4:03:40 PM
I don't have the code to look at, but I think the neutron behavior is controlled by the projectile and not the weapon itself. Try looking at the Nuke Cannon's projectile if you get stuck.

Posted by: Gameanater - Friday, August 29, 2014 4:52:01 PM
Can you post your code here so I can see? Type ["code=plain"] and ["/code"] before and after your code if you do. (Without the " )

Posted by: precision_bomber - Saturday, August 30, 2014 12:16:15 PM
or.... You can use the Bunker Buster weapon.

Posted by: general_hamed - Sunday, August 31, 2014 1:45:56 PM
[grin] thanks you all That is annoying problem coz I do not know weapon logic . First I tried to use neutron missile weapon and then tried this code Sorry for my bad English coz I live in a Gla country[disappointed] [code=plain] Weapon Nuke_nmm PrimaryDamage = 0 PrimaryDamageRadius = 10 DamageType = RADIATION ; since creates FireField to do the flame damage DeathType = NORMAL AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = Neutron_WeaponFX_NukeCannon DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End [/code]

Posted by: CommieDog - Sunday, August 31, 2014 6:44:07 PM
Changing ProjectileDetonationFX isn't going to change the weapon's behavior. If anything, you need to change ProjectileObject.

Posted by: general_hamed - Monday, September 1, 2014 7:53:20 AM
ok i find my answer myself first I created new weapon object(NeutronJetMissile) by copying it from RaptorJetMissile then deleted its upgrade named lassermisslie and then added [b]Neutronblastobject[/b] behavior from [b]NeutronCannonshell[/b] to it also added [b]yes[/b] for callkill(or somethingelse!) thank you all[+1] the most important things are behaviors as they called![wink]

Posted by: qqqqqqqqqp - Monday, September 1, 2014 11:09:04 AM
I'm glad this was solved NEXT!! XD