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Secondary Nuke Animation
#1
Alright guys, I have run into a problem that I cannot seem to solve. I have decided to give the Americans their own unique Nuclear silos. However I have two problems. I am using NPatch FWIW

1. The nuke up animation is the "allied" missile but the nuke down animation is a "soviet" missile. I changed the image of the projectile but it seems to do nothng. How can I fix this or is this a limitation of the games engine/NPatch

2. The explosion effect remains the same for both nukes, irregardless of the fact I have the warhead using a different animation.

I will post my code to see if you guys can spot the problem. I hope it isnt a limitation of NPatch. I would be kinda sad lol.

Here is the superweapon.

Code:
[Nuke3Special]
UIName=Name:Nuke
Name=Nuke
IsPowered=true
RechargeVoice=00-I154
RechargeTime=1
Type=MultiMissile
SidebarImage=NukeIcon
Action=EM2
WeaponType=Nuke3Carrier
ShowTimer=yes
DisableableFromShell=yes
AIDefendAgainst=yes
Range=10
LineMultiplier=2

Here is the weapon

Code:
[Nuke3Payload]
Damage=600
Range=32
Projectile=GiantNuke3Down
Speed=10
RadLevel=700
Warhead=NUKE3
Report=

[Nuke3Carrier]
Projectile=GiantNuke3Up
Speed=100
Warhead=NukeMaker

Here is the projectile

Code:
[GiantNuke3Up]
Arm=2
Shadow=no
Image=HMISSILEUP
Acceleration=1
Vertical=yes
DetonationAltitude=20000
FirersPalette=yes

[GiantNuke3Down]
Arm=2
Shadow=no
Image=HMISSILEDOWN
Acceleration=1
Vertical=yes
DetonationAltitude=30000
FirersPalette=yes

finally, here is the warhead

Code:
[NUKE3]
CellSpread=10
PercentAtMax=.02
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,140%,115%,60%,100%,8%,100%,100%
InfDeath=7
Sparky=no
Tiberium=yes
AnimList=ICENUKEANIM
ShakeXlo=10
ShakeXhi=10
ShakeYlo=20
ShakeYhi=20
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Messages In This Thread
Secondary Nuke Animation - by Guest - 08.11.2008, 04:09:04
RE: Secondary Nuke Animation - by mt. - 08.11.2008, 06:17:24
RE: Secondary Nuke Animation - by Marshall - 08.11.2008, 22:08:41



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