APurpleCow 0 Posted January 26, 2008 I set the reload timer on Nod's Nuclear Missile to one second, but then when it is fired the button is grey and I can't fire another one until the first nuke explodes. Any ideas on how to fix this? Share this post Link to post
Koen 2 Posted January 27, 2008 Well, this is built-in protection of the game. There can only be a single nuke in the air per player... so I'm afraid there will always be 20 seconds between nukes. The game could also have just crashed, instead of disabling the button Share this post Link to post
APurpleCow 0 Posted January 28, 2008 Well, this is built-in protection of the game. There can only be a single nuke in the air per player... so I'm afraid there will always be 20 seconds between nukes. The game could also have just crashed, instead of disabling the button wink.gif Ah =/ Well, is there anyway to reduce the time between when the nuke fires and when the nuke hits? Share this post Link to post
Koen 2 Posted January 28, 2008 Uhm, don't know. Is that such a long time then? Share this post Link to post
APurpleCow 0 Posted January 30, 2008 Uhm, don't know. Is that such a long time then? Well, I was just thinking that if the nuke hit faster, I would be able to fire more nukes in a set amount of time, and would basically emulate having two nukes at once. Share this post Link to post
Koen 2 Posted January 30, 2008 If you want to have two nukes at once... why not modify the existing nuke to do more damage/over a greater area? Also, I just found this (in the Temple Of Nod GameObject code): <WeaponFireSpecialAbilityUpdate DisabledTypesToProcess="USER_PARALYZED EMP HELD PARALYZED UNDERPOWERED TEMPORARILY_BUSY" SpecialPowerTemplate="SpecialPowerNuclearMissile" SpecialWeapon="NuclearMissile" UnpackTime="5.0s" WhichSpecialWeapon="1" id="ModuleTag_NuclearMissileUpdate" /> The UnpackTime of 5 seconds might be the cooldown you are observing. In the SpecialPowerTemplate list (check the Full Asset List), there is SpecialPowerNuclearMissile. But I could only find ReloadTime in there. Hmm... the cursor radius won't affect the damage radius. Luckily, another item comes to the rescue: the WeaponTemplate "NuclearMissile": <WeaponTemplate AttackRange="50000.0" Name="NuclearMissile" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" RadiusDamageAffects="SELF ALLIES ENEMIES NEUTRALS" id="NuclearMissile"> <Nuggets> <WeaponOCLNugget WeaponOCL="OCL_NODNukeSeed" /> <DamageNugget Damage="20000" DamageTaperOff="5000" DamageType="CANNON" DeathType="DETONATED" DelayTimeSeconds="2.1s" Radius="300" /> <ReportWeaponFiredStatNugget /> </Nuggets> </WeaponTemplate> Well, you see Radius and Damage in there Share this post Link to post
APurpleCow 0 Posted February 2, 2008 Yes! Thank you, the UnpackTime line was it. Share this post Link to post