Tomahawk Storm and ICBM Cruise Missile Silo MOD, for SupW and AirF respectively |
Tomahawk Storm and ICBM Cruise Missile Silo MOD, for SupW and AirF respectively |
10 May 2019, 20:16
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#1
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Group: Legend Posts: 73 Joined: 6 June 2009 Member No.: 29 Projects: ShockWave Tester |
My first modding attempt!
I added the Tomahwak Storm Superweapon to the SuperWeapon Generals Arsenal and the American ICBM Silo replaces the Air Force Generals Particle Uplink Cannon. I added unique launch icons and made sure they both have correct construction models and the ICBM also launches as it should. Works with Shockwave 1.201. Why did i do that? I always wanted the Superweapon General to have more than one Superweapon and since in Real life the Air Force is in command of American ICBM silos, i figured it would be more appropriate to have Granger use the ICBM's instead of the Particle Cannon. Just place the INI and Art files into the Generals Zero Hour directory where Shockwave is installed and then launch Shockwave. To uninstall just remove the files you added and its back to plain Shockwave. 2 tiny wrinkles: 1: on night maps the ICBM still launches in horizontal mode 2: the Tomahawk Storm never runs out of power even though it drains 10 units. If one of you can help me solve this issues, i would be very grateful. credits go to the post from Oliver in this forum with and the SWG mod on moddb (cant find the link) I used the codes from those sources to put my mod together
Attached File(s)
-------------------- let's cap some screens |
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11 May 2019, 5:01
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#2
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
The tomahawk thing is easy to fix, you just have to add the POWERED kindof to the tomahawk storm.
The ICBM is trickier, and I can't give much details as I've never attempted to fix it myself, but N Project Mod supposedly has fully working Tomahawk Storms and ICBMs, so maybe compare your codes and with theirs, and add any missing models that they added. -------------------- |
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14 May 2019, 7:21
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#3
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Group: Legend Posts: 73 Joined: 6 June 2009 Member No.: 29 Projects: ShockWave Tester |
Thank you Zeke for your fast answer and your advice.
The Powered kind of worked like a charm. I checked out N Projects INI files but i'm at aloss. When i first introduced the ICBM silo into my mod, the missile had the well known bug af launching in horizontal state. Then i changed the missile model to the one i pulled from this mod: https://www.moddb.com/mods/simple-change-mo...mage-1#imagebox After that it worked perfectly on day maps. Are there night Map models? i couldnt find any other difference between my INI files and the ones from the simple change mod or N project. It's not too much of an issue for me since the only Night map i regularly play is Townes' challenge map...but i still would like it to work there too. -------------------- let's cap some screens |
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16 May 2019, 5:04
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#4
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
If it's not in N Project, then it probably doesn't exist
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16 May 2019, 16:13
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#5
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
fixed the icbm silo but i removed all the special status (night,snow,ecc) , so if you plan to use the snow model ecc you need to revert my "fix".
if you don't mind\care of the different model il post the code here (is only the W3D part , the rest of the code is fine): CODE Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes DefaultConditionState Model = ABNukeSilo End ConditionState = DOOR_1_OPENING Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN Model = ABNukeSilo_A2 Animation = ABNukeSilo_A2.ABNukeSilo_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost End ConditionState = DOOR_1_CLOSING Model = ABNukeSilo_A3 Animation = ABNukeSilo_A3.ABNukeSilo_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DAMAGED Model = ABNukeSilo_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = DOOR_1_OPENING DAMAGED Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_A2D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABNukeSilo_A2D Animation = ABNukeSilo_A2D.ABNukeSilo_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED Model = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED Model = ABNukeSilo_A3D Animation = ABNukeSilo_A3D.ABNukeSilo_A3D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = ABNukeSilo_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_A2E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABNukeSilo_A2E Animation = ABNukeSilo_A2E.ABNukeSilo_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE Model = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPost ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ;******************************************************************************* ******************************************* ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABNukeSilo Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABNukeSilo_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABNukeSilo_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABNukeSilo Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABNukeSilo_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABNukeSilo_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED ;******************************************************************************* ******************************************* End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = 135 -------------------- |
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19 May 2019, 16:44
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#6
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Group: Legend Posts: 73 Joined: 6 June 2009 Member No.: 29 Projects: ShockWave Tester |
Hi Omeka88, thanks you for answering
I tried changing the CruiseMissile.ini with your code but it prompted a serious error upon launch of the mode. I attached the INI with the modifications. Can you see an error? CruiseMissile.zip ( 3.32K ) Number of downloads: 3 -------------------- let's cap some screens |
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20 May 2019, 15:02
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#7
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
Hi Omeka88, thanks you for answering I tried changing the CruiseMissile.ini with your code but it prompted a serious error upon launch of the mode. I attached the INI with the modifications. Can you see an error? CruiseMissile.zip ( 3.32K ) Number of downloads: 3 whoop should i send the ini next time if you use Netepad++ (is a good free program for coding or just note) line 232 and 278 i see you file have that : ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABNukeSilo_A3E Animation = ABNukeSilo_A3E.ABNukeSilo_A3E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ;******************************************************************************* ******************************************* <--- [PROBLEM HERE!] the game don't like those make like that : ;*************************************************************************** or remove those are uslees anyway i post the fixed one just in case : https://www.codepile.net/pile/EnRyJNPM This post has been edited by Omeka88: 20 May 2019, 15:09 -------------------- |
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21 May 2019, 21:14
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#8
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Group: Legend Posts: 73 Joined: 6 June 2009 Member No.: 29 Projects: ShockWave Tester |
Omeka88 Thank you so much! It worked!
Now the missile fires as it should on night maps. Heres my mod fully functioning: SupW_TomahwakStorm_AirF_ICBM.zip ( 599.43K ) Number of downloads: 15 -------------------- let's cap some screens |
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