Posted by: botmas - Wednesday, August 2, 2006 8:45:21 PM
Is there any mod that will allow me to destroy say a nuke missile after it's been fired. I think for every offence there should be a defence. thanks

Posted by: Lord_of_Chaos - Thursday, August 3, 2006 5:03:30 PM
Not sure if I'm right about this, but i'm fairly certain that most offensive weaponry can be stopped already. Thigns that can't be that come to mind are Plasma Cannons and any type of bullet/shell. Too lazy to think of others. Anyways, nuke missiles can be stopped by Avengers.

Posted by: botmas - Thursday, August 3, 2006 7:22:56 PM
I would have thought that Patriot missles would have done the job but apparently not.....I wasted a lot of time testing that theory. Some one else told me that nothing can shoot down a nuke missile......come to think of it, I never tried it with an avenger. I will test your suggestion....I think you should also be able to shoot down some things that have a bullet or shells....like scud storms for instance. thanks

Posted by: fleetatks - Thursday, August 3, 2006 7:31:14 PM
If nukes can be stopped, then scud storms have to be able to be stopped, and also particle cannons, so no, it's perpously done that after a super weapons is fired, It's unstoppable.

Posted by: botmas - Thursday, August 3, 2006 7:42:11 PM
That may be true, but I don't think it's realistic. In real war, it's not too long before ones enemies develop counter measures to any threat. I am trying to mod this game to reflect that. still looking for answers[smile]

Posted by: botmas - Monday, September 4, 2006 8:50:39 PM
Hey Lord_of_Chaos I tried using the avenger to down a nuke missile but it didn't work...any suggestions? thanks

Posted by: BlackAce2020 - Tuesday, September 5, 2006 1:11:27 PM
Nothing can stop a nuke, scud storm, or particle cannon. I fyou could stop a superweapon, what would be the point of building a nuke or scud storm, knowing that your opponent could dot his base with avengers and protect himself.5-6 minutes, and 5,000 wasted.The skill is to destroy the superweapon before it fires.

Posted by: botmas - Tuesday, September 5, 2006 8:35:50 PM
Like I said before, in the real world it usually isn't long before a defensive countermeasure is developed to balance out the playing field. There are anti-balistic missiles that can shoot down an incoming missile with or without a nuke warhead. Then there's that whole "star wars" program. I still think you should at least have a chance at shooting one down.

Posted by: botmas - Wednesday, September 6, 2006 10:42:02 PM
There's got to be a way of doing this.

Posted by: incia - Thursday, September 7, 2006 1:05:28 AM
If you want to MOD then try giving the Nuclear Missile Hit-points. So on, make anti-air units be able to shoot it down.

Posted by: Flip1299 - Thursday, September 7, 2006 2:11:16 AM
its already got hitpoints. this is why its not attacked: [code] KindOf = UNATTACKABLE[/code] change that to: [code] KindOf = PROJECTILE BALLISTIC_MISSILE[/code] then it will be attacked by everything that attacks tomahawk and scud missiles.

Posted by: Lord_of_Chaos - Friday, September 8, 2006 6:43:48 PM
That's a good idea... never looked at the super weapon coding. In any case, I have problems qwith my ZH and it might be a glitch in my game, but my Avengers attack any type of inbound missile.

Posted by: fleetatks - Friday, September 8, 2006 9:19:13 PM
They're supposed to, any missle or rocket (besides superweapons) are defelcted. Things that aren't are: Projectiles (ranger machine gun type of weapon) Shells (tanks, nuke cannon included, scorp rocket=missle) lasers and explosives/falling buildings.

Posted by: BlackAce2020 - Saturday, September 9, 2006 6:36:06 PM
Where do you go to change the coding in your games. what files do i go into, do i need todownload something to edit it.

Posted by: red leader79 - Saturday, September 9, 2006 6:47:03 PM
ur supposed to download finalbig.exe, proudly available on cnc generals world somewhere. then, all ini files in ur C:\ directory files i.e. the non-my documents files for zh, should appear as a piece of paper with a red arrow or something like that. once there, just go into weapon.ini file in ur inizh file and press control-f to open a search program. enter in something like nuclearmissile, all are one word, no spaces. NUCLEARMISSILEWEAPON IS NOT THE NUKE, ITS NUKE MIG MISSILE. This takes a while to soak in, do one sentence at a time.

Posted by: botmas - Wednesday, September 13, 2006 7:46:53 PM
I modified the nuke missile in the manner that Flip1299 suggested and changed my patriot missile coding so they can attack ballistic missiles. It actually works but what I'm finding is that once the missile is shot down, and once it hits the ground, everything in that area gets nuked. So if the missile happens to be shot down over your base, or over other concentrations of your units then look out. I'm wondering if there's a way around this. That is to say is there a way to completely destroy it before it hits the ground???

Posted by: CG Apollos - Wednesday, September 13, 2006 8:19:26 PM
You are going to have to change the way the nuclear missile detonates, then.

Posted by: botmas - Wednesday, September 13, 2006 10:42:39 PM
Any suggestions as to how to do that???

Posted by: botmas - Thursday, September 14, 2006 9:11:49 PM
Well...I'm sad to report that I'm no longer sure that I'm shooting down nuke missiles. After I enabled the nuke missile to be targeted and enabled the patriot missile to target ballistic missiles, the patriots began shooting at the incoming nuke missles (that never occured before). I concluded that they were being shot down after saving a game just before the enemy fired off a nuke missile and placing patriots, (prior to the nuke missile launch) at different locations during repeated plays of the same game. The nuke missile always seemed to target the same location of my base. When I moved the location of the patriots to a specific area, the nuke came down in a different location. Hence I concluded they were being shot down. That conclusion died recently when I was unable to repeat this affect under the same circustances. Alas......I am confused. My patriots are shooting but there now seems to be no consistancy to my original conclusion. There are alot of variables for both the patriots and the nuke missile. I have ajusted alot of them but alas, I'm not sure what effect most of them have. The net result of my efforts is that my patriots are in fact shooting at incoming nuke missiles, but there appears to be no real affect. (note: I have ajusted the weapon range for the patriot very high) Is there any data base that explains what these variables actually do???..........Am I flogging a dead horse???...Is there a way???...I need to know!!! thanks

Posted by: CommieDog - Friday, September 15, 2006 9:15:48 AM
I imagine that the reason that the Nuclear Missile targeted a different location when you built lots of Partiots is because the AI always targets the area where it thinks the nuke will do the most monetary damage. How you went from this to the conclusion that the Patriots are neutralizing the Nuclear Missile, I don't know.

Posted by: botmas - Friday, September 15, 2006 7:51:31 PM
Well...I conclude that because the patriots are actually targeting the in coming nuke missile. They are firing at it..The next logical question is: why are they (the nuke missiles) not being shot down if they are being fired upon??

Posted by: CommieDog - Friday, September 15, 2006 9:03:29 PM
The nuclear missile has InitialHealth=99999999.0 set, meaning that it would take a whopping [i]16 million[/i] Patriot missiles to destroy it.

Posted by: botmas - Tuesday, September 19, 2006 12:55:21 AM
As a test, I set the InitialHealth and MaxHealth to 25.0.........in addition, my patriot missiles are set to a range of 1000.0 and their primary damage is 10,000. Even with these settings, my patriots still don't shot down the in coming nuke missiles!........why??? thanks

Posted by: botmas - Monday, September 25, 2006 11:19:38 AM
I'm still working on this one. I changed things around so much that strange things started happening. Example: the rockets fired from my MLRS (thats a mobile rocket lanuncher form the Holland add-on) were not travelling any where near the distance of range I assigned to them. This started happening after I started screwing around with the patriot missile which of course I'm trying to get to shoot down the nuke missile . I know the MLRS uses the PatriotMissile as its projectile so obviously theres a conection there but it's become too complicated (who knows what I've done) so I simple restored the patriot missiles from my MLRS to their original condition and now my MLRS missiles work fine. I'm going to attempt this again from scratch.

Posted by: CommieDog - Monday, September 25, 2006 12:45:47 PM
I don't know about the MLRS rockets, but you'll need to change the FuelLifetime value in the patriot missile's MissileAIUpdate module in order to have it travel long distances. Unless you've done that already, of course.