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.