Posted by: king - Monday, November 10, 2008 7:21:17 AM
I have a problem. Until now not anyone on other forums could help me. I am looking for some help with some weapons. The problem is that My Clustermissile and my Chemicalnuclearmissile, are both pretty large missiles. But when it fires the fire that should point downwards is pointing a bit sideways. In what file can I find the rear(launch)fire that comes out from the rear of the missiles and pointing downwards(They should but dont)???????????? Please help, I would be glad for any help to correct this, if anyone is a super expert at modding, then give me a helping hand. I could also upload everything in my mod for someone to check. I started mod my original ZH(Airforce), and have all the (Ini)files, images and ART, they are to be inserted in the game dir only with a fresh original ZH installation. HELP. Thnx a bunch

Posted by: CommieDog - Monday, November 10, 2008 4:08:51 PM
What are you using for the ProjectileExhaust= tag in your new weapon's INI code?

Posted by: king - Monday, November 10, 2008 8:43:13 PM
[code] CLUSTERMISSILE: ;------------------------ClusterMissileWeapons-------------------------------------- Weapon ScudStormPrimaryDummyWeapon End Weapon ClusterMissileSuperWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 ScatterRadius = 0 AttackRange = 9999999.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = SuperWeaponClusterMissile RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = ClusterMissileLaunch FireSoundLoopTime = 100 DelayBetweenShots = 50 ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileCollidesWith = STRUCTURES PreAttackDelay = 4000 PreAttackType = PER_CLIP AcceptableAimDelta = 180 End Weapon ClusterMissileSuperWeaponMissileComingDownWeapon ;when the missile is going back down to the target area FireOCL = OCL_ClusterMissile End Weapon ClusterMissileSuperWeaponDetonationWeapon ;Damage weapon of the main warheads PrimaryDamage = 250.0 PrimaryDamageRadius = 100.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 160.0 DamageType = EXPLOSION DeathType = EXPLODED RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 6 AutoReloadsClip = No End Weapon ClusterMissileSuperWeaponDetonationWeapon_Shockwave PrimaryDamage = 180.0 PrimaryDamageRadius = 110.0 DamageType = SNIPER DeathType = EXPLODED ClipSize = 1 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ShockWaveAmount = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 180.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End Weapon ClusterMissileSuperWeaponClusterDetonationWeapon ;Damage weapon of the secondary warheads PrimaryDamage = 85.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 85.0 SecondaryDamageRadius = 110.0 DamageType = EXPLOSION DeathType = EXPLODED RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 6 AutoReloadsClip = No End Weapon ClusterMissileSuperWeaponClusterDetonationWeapon_Shockwave PrimaryDamage = 150.0 PrimaryDamageRadius = 110.0 DamageType = SNIPER DeathType = EXPLODED ClipSize = 1 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 110 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. End Weapon ClusterMissileSuperWeaponMainCluster ;Main Cluster MissileWarhead AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissileHitting RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius = 0 ScatterTargetScalar = 1 ScatterTarget = X: 0.00 Y: 0.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster1 ;Cluster 1 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius = 0 ScatterTargetScalar = 1 ScatterTarget = X: 100.00 Y: 0.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster2 ;Cluster 2 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius= 0 ScatterTargetScalar = 1 ScatterTarget = X: -100.00 Y: 0.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster3 ;Cluster 3 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius= 0 ScatterTargetScalar = 1 ScatterTarget = X: 0.00 Y: 100.00 MissileCallsOnDie = Yes End Weapon ClusterMissileSuperWeaponCluster4 ;Cluster 4 AttackRange = 999999 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = SuperWeaponClusterMissile_Cluster ProjectileExhaust = SheridanMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 AutoReloadsClip = No ScatterRadius= 0 ScatterTargetScalar = 1 ScatterTarget = X: 0.00 Y: -100.000 MissileCallsOnDie = Yes End ;------------------------------------------------------------------- Weapon HimarsMissileClusterDetonate PrimaryDamage = 30.0 PrimaryDamageRadius = 20.0 PrimaryDamage = 20.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_HimarsClusterMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End[/code] [code] BaikonurMissile: ;----------------------ChemicalNuclearMissile----------------------------------- Weapon BaikonurMissileWeaponDummy End ;------------------------------------------------------------------------------- Weapon BaikonurMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = SalvagedBaikonurMissile FireFX = WeaponFX_ScudStormMissile FireSound = BaikonurMissileLaunch FireSoundLoopTime = 100 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF DelayBetweenShots = 1 ClipSize = 2 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below PreAttackDelay = 5000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. End ;------------------------------------------------------------------------------- Weapon BaikonurDetonationWeapon PrimaryDamage = 0.0 AttackRange = 100.0 FireOCL = OCL_BaikonurMissileBallOfDeathObject DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------- Weapon BaikonurBallOfDeathLightEffectWeapon FireFX = WeaponFX_BaikonurBallLight FireOCL = OCL_BaikonurMissileDummyObject DelayBetweenShots = 10 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 100 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------- Weapon BaikonurDetonationWeaponUpgraded PrimaryDamage = 0.0 AttackRange = 100.0 FireOCL = OCL_BaikonurMissileBallOfDeathObjectUpgraded DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------- Weapon BaikonurBallOfDeathLightEffectWeaponUpgraded FireFX = WeaponFX_BaikonurBallLight FireOCL = OCL_BaikonurMissileDummyObjectUpgraded DelayBetweenShots = 10 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 100 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;-------------------------------------------------------------- Weapon NuclearMissileShockwaveSpawnerWeapon1 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 10.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100000 ; time between shots, msec FireOCL = OCL_NuclearMissileShockwaveDelayObject End ;------------------------------------------------------------------- Weapon NuclearMissileShockwaveSpawnerWeapon2 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 10.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100000 ; time between shots, msec FireOCL = OCL_NuclearMissileShockwaveObjectSpawner End ;---------------------------------------------------- Weapon NuclearMissileShockwaveWeapon PrimaryDamage = 45.0 PrimaryDamageRadius = 220.0 AttackRange = 10 DamageType = SNIPER DeathType = EXPLODED WeaponSpeed = 999999.0 FireFX = FX_ShockWaveExplosionSound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 210.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End [/code] These are the weapon data. Hope you can help me! Thnx

Posted by: CommieDog - Tuesday, November 11, 2008 6:24:11 AM
It looks like you don't have a ProjectileExhaust value set. Try looking at the SCUD Storm weapon.