Jump to content


Gangster

Member Since 28 Oct 2004
Offline Last Active Sep 13 2012 11:14 AM

Posts I've Made

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..

[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 :good: