Posted by: smokezalot16 - Wednesday, June 29, 2016 6:13:55 PM
I just started modding a bit of Generals Zero hour , I was wondering how to change the weapon on fixed wing aircraft , take this example - I want to to mod f22 raptor to fire 1 Chinese Nuclear Superweapon Bomb. it worked for my missile defender as primary weapon that was lotsa fun there . Maybe I need to add a Turret to raptor object ini? Any Help would be a appriciated. Thanks.

Posted by: zzc - Wednesday, June 29, 2016 7:38:36 PM
I dont think you need a turret for replacing weapon on a plane. I figured you just stuck the new weapon on the defender in this manner; WeaponSet Conditions = None [h]Weapon = PRIMARY Awesome weapon xxxxx[/h] End So do the same for your raptor If you want it as an upgrade instead add these after the 1st weaponset; WeaponSet [h]Conditions = PLAYER_UPGRADE [/h] Weapon = PRIMARY Nuke_NukeMissileWeapon2 End Then the unit needs this module to trigger the upgraded weapon; Behavior = WeaponSetUpgrade ModuleTag_name TriggeredBy = Upgrade_ChinaTacticalNukeMig End

Posted by: smokezalot16 - Wednesday, June 29, 2016 7:45:54 PM
I had this .. ; ***DESIGN parameters *** DisplayName = OBJECT:Raptor EditorSorting = VEHICLE Side = AmericaLaserGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 Prerequisites Object = Lazr_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY NeutronMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End

Posted by: zzc - Thursday, June 30, 2016 7:59:39 AM
[quote=smokezalot16;140489]I had this .. ; ***DESIGN parameters *** WeaponSet Conditions = None Weapon = PRIMARY NeutronMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End [/quote] If you researched the upgrade that changes the weapon the raptor gets the new weapon. Either switch the weapons or remove the upgrade set.

Posted by: smokezalot16 - Thursday, June 30, 2016 11:03:46 PM
I tryed that still will not work , got rid of the upgrade weapon but still wont let me attack with ratpor maybe it has to do with the weapon? it worked on my missile defender i blew my base up but here is the weapon . ini for the weapon . Weapon NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300000 ; time between shots, msec ClipSize = 0 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End

Posted by: zzc - Friday, July 1, 2016 12:52:47 PM
[quote=smokezalot16;140494]I tryed that still will not work , got rid of the upgrade weapon but still wont let me attack with ratpor maybe it has to do with the weapon? it worked on my missile defender i blew my base up but here is the weapon . ini for the weapon . Weapon NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300000 ; time between shots, msec [h] ClipSize = 0 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") [/h]End [/quote] Ah I think I see the problem. Plane weapons usually have; clip size - how many shots A reload time and AutoReloadsClip = RETURN_TO_BASE ;return to the airfield to reload Btw the comanche unit does not need to return to base to reload its rocket weapon. You can try looking at it. Try cloning the NeutronMissileWeapon, give it a new name, compare it with the raptor's normal weapon and see what needs changing. If you change the NeutronMissileWeapon entry it will affect all nuclear missile superweapons I believe. I have never done this at all, I stick to using plane weapons for planes, like giving king raptor the nuke general's mig nuke weapon. Same for vehicles and infantry.

Posted by: Annihilationzh - Saturday, July 2, 2016 1:11:48 AM
[quote=smokezalot16;140494]I tryed that still will not work , got rid of the upgrade weapon but still wont let me attack with ratpor maybe it has to do with the weapon? it worked on my missile defender i blew my base up but here is the weapon . ini for the weapon . Weapon NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300000 ; time between shots, msec ClipSize = 0 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End [/quote] Zero damage weapons don't normally work unless they're forced to, because anything they target is seen as immune. You should be able to simply replace the projectile of any aircraft with the NeutronMissile to get it fully functional.