Jump to content
Sign in to follow this  
Madin

Tiberian Sun style multi missile?

Recommended Posts

from experimenting you can only set 1 kindof in here, adding another wont work

That is because you're using NONE.

You can read the rules as:

NONE but x - Filter out everything but this KindOf. Though usually it should just be used to include specific things with IncludeThing.

ANY of x - Object has to have at least one of these KindOfs.

ALL of x - Object has to have all of these KindOfs.

 

At least that is the general direction, sometimes it reacts weird and a IncludeThing or ExcludeThing helps, though it sucks that there sometimes isn't a general rule.

Share this post


Link to post

think i used both the NONE and ALL and skipped the ANY settings, should use the ANY settings idd..an oversight of mine there.. That could've been the problem

 

a question about your NuclearMissileStageFour

 

the shockwave effect....that weapon is used in the actuall projectile or in a sperate ocl? iirc you brought this up on the old forums once and for the shockwave to work it had to be on the object spawned? or how did that work again?

Edited by Ravendark

Share this post


Link to post

Yes it has to come from the projectile/spawned dummy (like the original Nuke Seed)... read: the object using the weapon with the meta impact is the center of the effect.

NODAttackBikeRocketProjectile.xml

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xai="uri:ea.com:eala:asset:instance">

	<Includes>
		<Include
			type="instance"
			source="DATA:NOD/Props/NODAttackBikeRocketProjectile.xml" />
	</Includes>

	<GameObject
		id="NODAttackBikeRocketProjectile_Veteran"
		inheritFrom="NODAttackBikeRocketProjectile_Veteran">
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXLists">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_NOD_CatalystMissile_TiberiumExplosion" />
			</FXListBehavior>
			<FireWeaponWhenDead
				InitiallyActive="true"
				DeathWeapon="NuclearMissileStageFour">
				<DieMuxData
					DeathTypes="ALL" />
			</FireWeaponWhenDead>
		</Behaviors>
	</GameObject>

</AssetDeclaration>
Edited by Lauren

Share this post


Link to post

Thanks for the help.

 

I ended up going with a combination of both methods, using the Kane's Wrath 'OverlordsWrath' has a base.

 

A carrier aircraft drops the missile, which has the 'heightdie', and 'fireweaponwhendead'.

Share this post


Link to post

incase you are still interested: created this one based of a kinetic strike SP i had (KW mjolnhir based), its a adaptation of my fireonobject code with a nukemissile kindof spawn:

 



Thanks for the help.

 

I ended up going with a combination of both methods, using the Kane's Wrath 'OverlordsWrath' has a base.

 

A carrier aircraft drops the missile, which has the 'heightdie', and 'fireweaponwhendead'.

will it apear on moddb soon? kindof curious how it look with a decent missile model and effects tbh

Edited by Ravendark
  • Upvote 1

Share this post


Link to post

will it appear on moddb soon? kindof curious how it look with a decent missile model and effects tbh

Eventually I will do a video, I am doing other stuff at the moment.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×