Posted by: 2142GenReaper - Saturday, May 3, 2008 3:06:31 AM
I'm starting to wonder if stuff like spreadable diseases can be coded into Zero Hour[skull]!I know that Chemical and Nuclear Warfare is possible[skull].I also wonder if it is possible to code a EMP pulse for a secondary explosion for the nuke[skull].

Posted by: Me Myself and Pi - Saturday, May 3, 2008 8:07:05 AM
What you might be able to do is when a infantry guy dies, you can have could have a toxin field spawn there. ObjectCreationList.ini: [code]ObjectCreationList OCL_PoisonFieldLarge CreateObject ObjectNames = PoisonFieldLarge IgnorePrimaryObstacle = Yes DispositionIntensity = 4 Count = 1 RequiresLivePlayer = Yes End End[/code] Each of the infantries object code: [code]Behavior = CreateObjectDie ModuleTag_99 CreationList = OCL_PoisonFieldLarge End[/code] As for the EMP turret adding nukes to it, you'd somehow need to combine the NukeMissileWeapon with the EMP's. But I'm not sure how.

Posted by: Yoshi714 - Saturday, May 3, 2008 2:22:52 PM
Hmm... Pi you give me an idea. I suppose that code should work to make the poisen field. I could make a map with lots of nuclear reactors on it (the ones that are just buildings, not China PP's) and other stuff that 'looks' nuclear. Then add that as an effect for infantry like GenReaper was asking about. There is one thing I'd like to know how to do though. How do you make the water look disgusting? Like in that generals challenge against the nuc gen, wasn't the water very nuclearish?!

Posted by: CommieDog - Saturday, May 3, 2008 2:24:28 PM
Rather than adding a new ObjectCreationList to every infantry unit, it would be easier to simply modify the one that all infantry spawn when killed by toxins. I recommend finding this in ObjectCreationList.ini:[code]ObjectCreationList OCL_ToxicInfantry CreateObject ObjectNames = ToxicInfantry Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End[/code]...and modifying it like this:[code]ObjectCreationList OCL_ToxicInfantry CreateObject ObjectNames = ToxicInfantry Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End CreateObject ObjectNames = PoisonFieldMedium Disposition = ON_GROUND_ALIGNED End End[/code]You can make similar changes to OCL_ToxicInfantryBeta and OCL_ToxicInfantryGamma to make sure that upgraded toxins have similar effects.

Posted by: fleetatks - Saturday, May 3, 2008 4:14:58 PM
You could modify the damage to make it super strong so it is like a plague (similar to the virus sniper unit in Yuri's Revenge), that way killing one person would spread to more and keep killing.

Posted by: Yoshi714 - Saturday, May 3, 2008 6:53:02 PM
Commie, that wouldn't allow the infantry killed by ANYTHING to spawn a toxin field though would it? Isn't there just a typical death that all infantry suffer that could have the toxin effect added? And I like the idea of upping the effect so if there is a group of infantry it would spread quickly.

Posted by: CommieDog - Saturday, May 3, 2008 9:26:43 PM
You know that green guy that appears when infantry die to toxin weapons? My code would only spawn the cloud when killed by a weapon with a DeathType of POISONED.

Posted by: Yoshi714 - Saturday, May 3, 2008 10:39:50 PM
Thats what I thought, and I also thought the guy was blue, but I am not good with colors so... I'll just trust you that hes green.

Posted by: CommieDog - Sunday, May 4, 2008 1:57:48 AM
Green is the color of the unupgraded toxin and its victims; blue is Anthrax Beta.

Posted by: Yoshi714 - Sunday, May 4, 2008 5:55:20 AM
Ahh... well you may be surprised to tell that they both look very similar to me, kind of like how the red and yellow lights on a stop light look the same to me : ( it sucks!

Posted by: krit - Sunday, May 4, 2008 9:55:31 AM
Color blind?

Posted by: fleetatks - Sunday, May 4, 2008 11:04:49 AM
It might be worth it (If you are making a new unit that has a specific "plague" weapon) to add a damage type of say PLAGUE and have it have the same death model, and add that death type to every infantry unit, so that only when they die by PLAGUE they release the super strong poisons.

Posted by: Yoshi714 - Sunday, May 4, 2008 6:04:07 PM
"color deficient" according to the eye doctor. There is actually a difference, but there is one advantage.... One time my tv lost the color red, and playing halo I was the only guy in my room that not only didnt notice, but also was still able to determine what team someone was on based off the dots on the radar, lol, guess I am used to looking at shades and didn't even realize it till then. Back to topic Does anyone know how to make a disease infested body of water? I swear the nuc gen challenge had that in the water, or am I crazy? Maybe an INI that edits the color distribution of the water texture, the R, G, and B values?? or is that even possible. And I don't mean litterally infested, but by appearance... although I suppose I could create a polygon around it that causes death by green/blue **** if infantry come too close using scripts.

Posted by: krit - Sunday, May 4, 2008 6:45:48 PM
Possible, just look at the water on Dr. Trax's map.

Posted by: Yoshi714 - Sunday, May 4, 2008 8:01:26 PM
maybe thats the map I was thinking of, anyway, if they can do it in single player I can do it in skirmish.

Posted by: CommieDog - Sunday, May 4, 2008 9:46:31 PM
Try adding this code to your map.ini:[code]WaterTransparency TransparentWaterMinOpacity = 0.8 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. TransparentWaterDepth = 2.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity) StandingWaterTexture = TSWater03.tga ;StandingWaterColor = R:0 G:50 B:0 ;StandingWaterColor = R:100 G:150 B:100 StandingWaterColor = R:50 G:75 B:50 ;AdditiveBlending = Yes RadarWaterColor = R:100 G:196 B:100 End[/code]