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Full Version: Secondary Nuke Animation
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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
It may very well be a limitation of NPatch. I recall it saying something like "this SW is buggy and not recommended for use in your mod".
You need to contact VK about NPatch issues.
Most people here won't be able to advise on NPatch problems and only VK can advise on the correct usage/bugs.