RST007 0 Posted December 21, 2008 Hi there, Iknow i made it before, but i can't find my guide anymore. I want to make a V3 rocket launcher into V3 cluster missile. there was a guide in how to do this but i can't find hem anymore. And if this can be done, is it possible to make a superweapon, that fires a few V3 rockets (something like the GLA superweapon from c&c generals) The idea then of a nuke missile that splits into v3 rockets. anyway, i searched the whole afternoon for this, but i can't seem to find a guide or tutorial for this. regards, Robin Share this post Link to post
Doctor Destiny 41 Posted December 21, 2008 Requires a projectile with Airburst=yes, AirburstWeapon=WhatEverWeapon and Cluster=int. The AirburstWeapon is what does the actual damage and your AirburstWeapon has to be invoked via a hack unit like the Prism Tank's shrapnel weapon. Share this post Link to post
RST007 0 Posted December 21, 2008 (edited) Ok, i get it working again, Didn't recieved any IE's so thats good already. Only something stupid, my V3 missile doesnt launch from my V3 rocket truck, it stays at the truck and an invisible projectile fires, then clusters in my 120MM bombs. Any idea how to make my missile go in air, then split into 120mm bombs? Here is what i changed: [V3Airburst] ROF=50 Damage=25 ; just a little extra Range=10 Projectile=V3AirburstP Warhead=V3HE [V3AirburstP] ;this is transition between unit rocket and little missiles Arm=2 Proximity=yes High=yes VeryHigh=yes ;Dropping=yes Cluster=9 Image=V3Launcher --> thisone is wrong, i'm pretty sure, what do i need to do to get V3 launched like normally, and then explode in air in clusters? Airburst=yes AirburstWeapon=V3Cluster Ranged=yes AA=no ROT=4 [ClusterBits] Arm=2 High=yes Shadow=no Proximity=yes Ranged=yes ;Image=DRAGON Image=120MM FirersPalette=yes ROT=8 i hope some1 can help with this. Also, is it simple to give the nukemissile this weapon? then i could use the bug i now have, an invisible nuke that launches, and then splits into V3 rocket to make a Scud storm simular weapon. Regards, Robin Edited December 21, 2008 by RST007 Share this post Link to post
Doctor Destiny 41 Posted December 21, 2008 V3Launcher is the weapon you'd have to attach this to but you can't do this on spawned missiles. They're handled differently. Share this post Link to post
RST007 0 Posted December 21, 2008 Hi Doctor Destiny, I've found what i wanted, i needed to fill in V3ROCKET, but then i get this stupid thing: The rocket on the truck is in the colors of my skirmisch army, but the color of the rocket is always Oranje, any idea to make this the same color as the one of the truck? Btw tanks for the help so far, with your help i found my own how to code this Regards, Robin Share this post Link to post
Doctor Destiny 41 Posted December 22, 2008 The orange is the remap color and the ownership is not passed to a dead object. You can't get rid of it short of removing the remap on the missile itself, be it SHP (TS) or voxel. Share this post Link to post
AuRaStOrM 0 Posted February 7, 2009 I'm having a similar issue and it's driving me crazy... i've gone through this 100 times and i can't figure out what's wrong.. i get an IE as soon as the plane fires...can anyone see the problem? [CarpetBombWeapon] Damage=1 Warhead=CarpetWH Projectile=CarpetP Range=5 ROF=25 Speed=5 [CarpetWH] Verses=100%,100%,100%,100%,100%,100%,100%,100%,20%,100%,100% AnimList=none [CarpetP] Arm=2 ROT=1 AA=no AG=yes Proximity=no Ranged=yes Dropping=yes Cluster=2 Airburst=yes AirBurstWeapon=CarpetBombAir [CarpetBombAir] ROF=1 Range=0 Speed=5 Damage=150 Warhead=CarpetWH2 Projectile=CarpetP2 [CarpetWH2] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=5 CellSpread=2 PercentAtMax=.7 AnimList=EXPLOSML [CarpetP2] Arm=1 ROT=1 AA=no AG=yes Ranged=no Image=120mm Proximity=yes SubjectToWalls=no SubjectToCliffs=no SubjectToElevation=no [DUMMY3] Primary=CarpetBombAir Share this post Link to post
Doctor Destiny 41 Posted February 8, 2009 [CarpetP] AirBurstWeapon=CarpetBombAir ^ Should be AirburstWeapon. Run it against mine if you need a proper reference; [SubMissile] Damage=25 ROF=100 Speed=20 Range=8 Projectile=SubAirburst Warhead=V3HE FireOnce=yes Anim=V3TAKOFF Report=V3Attack DecloakToFire=yes [SubAirburst] Arm=2 Proximity=yes High=yes VeryHigh=yes Cluster=9 Image=DMISL FirersPalette=yes Airburst=yes AirburstWeapon=SubCluster Ranged=yes AA=no ROT=4 [SubCluster] Damage=80 ROF=50 Projectile=ClusterBits Range=6 Speed=20 Warhead=V3HE Share this post Link to post
AuRaStOrM 0 Posted February 8, 2009 wow....unbelievable that a case issue was the problem lol thanks! Share this post Link to post
Nmenth 291 Posted February 8, 2009 unbelievable that a case issue was the problem lol The bane of programming. Computers can be so picky... Share this post Link to post
AuRaStOrM 0 Posted February 8, 2009 (edited) The bane of programming. Computers can be so picky... lol i forgot it was case sensitive i guess.. been a while seems to be working for the most part.. have an odd problem though it seems to ignore what i put in for Cluster= and it just drops 9, also some of the dropped bomblets decide they dont want to explode, isntead they fly around the map in a crazy pattern.. sometimes off the map.. sometimes exploding wherever they feel like it Edited February 8, 2009 by AuRaStOrM Share this post Link to post
Doctor Destiny 41 Posted February 8, 2009 Still haven't figured out the wacky behavior though. And it seems like Cluster is hard-coded to split nine ways. Share this post Link to post
Nmenth 291 Posted February 8, 2009 some of the dropped bomblets decide they dont want to explode, isntead they fly around the map in a crazy pattern.. sometimes off the map.. sometimes exploding wherever they feel like it I've gotten that before, when I tried making a Black Eagle drop Kirov-type bombs. It must have been the projectile, because the problem ceased when I reverted them back to the standard missile projectiles. Not entirely sure though, because that was a ways back and I didn't really know what I was doing back then. Well... I don't always know what I'm doing now either, but that is beside the point... Share this post Link to post
AuRaStOrM 0 Posted February 8, 2009 yeah.. maybe certain projectiles were never supposed to be air-to-ground so they have a weird behavior when set that way Share this post Link to post