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Gangster
Member Since 28 Oct 2004Offline Last Active Sep 13 2012 11:14 AM
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In Topic: NPAE feedback thread
27 February 2008 - 07:39 AM
Yeah, this might be a test i did to find out an error by myself. Belive me it was SuperWeapon=MultiSpecial
In Topic: NPAE feedback thread
25 February 2008 - 11:52 PM
Dupl3xxx you have killed me without a gun..
Happy now? So.. where is a problem?
[MouseCursors] ... ... ... MultiMissileAction=190,10,4,516,-1,12345,12345;example ChemicalMissileAction=180,10,4,516,-1,12345,12345;example [SuperWeaponTypes] ... ... ... ... 18=MultiSpecial 19=ChemicalSpecial [NAMISL] ... ... ... ... SuperWeapon=MultiSpecial SuperWeapon2=ChemicalSpecial [MultiSpecial] ;Basic Stuff UIName=Name:NewNuke Name=Nuke Test IsPowered=true RechargeTime=0.1 Type=MultiMissile Action=MultiMissileAction ;check out the Adding custom Actions page to find out more about this WeaponType=NukeCarrier SidebarImage=MLTIICON ShowTimer=no DisableableFromShell=yes Range=7 LineMultiplier=2 ;New Tags ActivateSound=ChaosDroneAttack;NukeSiren ;Activating sound Warhead=NUKE ;Damaging warhead NukeTakeOff=NUKETO ;Taking off anim NukeDamage=1000 ;Damage points when nuclear bomb explodes (regardless of source) ) NukeFirstAnim=NUKEBALL ;The anim played before the explosion itself NukePayload=NukePayload ;Damaging weapon NukePsiWarning=PSIWARN ;PsiWarn animation [ChemicalSpecial] ;Basic Stuff UIName=Name:NewNuke2 Name=Nuke Test IsPowered=false RechargeTime=0.1 Type=MultiMissile Action=ChemicalMissileAction ;check out the Adding custom Actions page to find out more about this WeaponType=ChemLauncher SidebarImage=CHEMICON ShowTimer=no DisableableFromShell=yes Range=3 LineMultiplier=2 ;New Tags ActivateSound=ChaosDroneAttack;NukeSiren ;Activating sound Warhead=NUKE ;Damaging warhead NukeTakeOff=NUKETO ;Taking off anim NukeDamage=1000 ;Damage points when nuclear bomb explodes (regardless of source) ) NukeFirstAnim=NUKEBALL ;The anim played before the explosion itself NukePayload=NukePayload ;Damaging weapon NukePsiWarning=PSIWARN ;PsiWarn animation ManualControl=yes AuxBuilding=NAWAST ;Weapons [NukeCarrier] Damage=130 ROF=80 Range=30 Projectile=MultiMissile Speed=35; was 10 Warhead=HE Report=CivAttack;SAMSHOT1 ;Projectile=GiantNukeUp ;Speed=100 ;Warhead=NukeMaker [ChemLauncher] Damage=100 ROF=1; 0 Range=6 Projectile=ChemMissile Speed=30 Warhead=Gas Report=ICBM1 ;Projectiles [MultiMissile] Arm=2 High=yes VeryHigh=yes Shadow=no Proximity=yes Cluster=10 ; number of small missiles to launch Ranged=yes AA=no Image=MISLMLTI ROT=4 Color=DarkGreen Airburst=yes AirburstWeapon=MultiCluster IgnoresFirestorm=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [ChemMissile] Arm=2 VeryHigh=yes Cluster=8 ;Shadow=no Proximity=yes Ranged=yes AA=no Image=MISLCHEM ROT=4 Color=DarkGreen IgnoresFirestorm=yes
Happy now? So.. where is a problem?
In Topic: NPAE feedback thread
14 February 2008 - 12:15 PM
I cant post codes. I dont have a internet connection at home. But i can answer that both weapons are valid and have different [names] and uses different projecties, WHs.
In Topic: NPAE feedback thread
14 February 2008 - 08:21 AM
I have a problem with coding Nuke Clones. Two clones supposed to have different Weapons (Cluster and Chem) but instead i have moth Clusters or both Chemical Missiles like if one clone overwrite another. Can anyone conform is this a NPAE bug?
In Topic: Wishlist
17 September 2007 - 11:25 AM
-Custom Deploy cursor for upcoming NPAE's Advanced deploy logic
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