Posted by: IsThisName? - Monday, June 12, 2017 5:35:40 AM
Hello all, as my promise from my last post. I will show you how to make the little buggy can launch the death star. [size=7][color=red]Preamble. Please do make back-up, THIS IS MANDATORY![/color][/size] First, copy paste this into your Weapon.ini below 'End' (last) line [color=green]Weapon BuggyRocketWeaponUpgraded[/color]. You can edit on your own in the future [quote];------------------------------------------------------------------------------ Weapon NukeBuggyRocketWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 25.0 AttackRange = 320.0 MinimumAttackRange = 80.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 10 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes MissileCallsOnDie = Yes ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.40 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End[/quote] And save it. ======================================================================================================= After that, you only need to go to your Generals, (GLA or your own side) and replace the primary weapon set of the rocket buggy [quote] WeaponSet Conditions = None Weapon = PRIMARY NukeBuggyRocketWeapon End[/quote] Save it. And you're ready to blast your enemy! Note: that the missile is also anti-air, means it can hit plane, so watchout for radiation. Extras: I do suggest you to make your own rocket buggy, (build it from your side) so this will make the "Death Star" is only for you, and AI will not have them. Watch it on [url=https://www.youtube.com/watch?v=qsew-kC5_Ms]Youtube[/url]

Posted by: zero hour mad map maker - Tuesday, June 13, 2017 9:46:28 PM
You should consider posting these into the Tutorial section of CncLabs! They are really good!

Posted by: IsThisName? - Wednesday, June 14, 2017 4:56:00 AM
[quote=Zero Hour Mad Map Maker;145506]You should consider posting these into the Tutorial section of CncLabs! They are really good! [/quote] Thank you and also nice idea :) Currently, I'am still working on Tomahawk launcher. My Idea is, making its missile (SCUD missile too) can reach the entire map, and of course.. Can armed with a nuke warhead or 'EMP' neutron shells ^^ (2nd weapon sets nuke cannon, the one can kill the crew of the vehicle and infantry in one shot)