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