Banshee posted a message about Re: Superweapons Researchs Conclusions! in reply to Re: Superweapons Researchs Conclusions!
> > > > PPM TS Advanced Tech Center :: Superweapons Research Conclusions
> > > > Research Objectives:
> > > > - Make new targetable superweapons (successfull)
> > > > - Customize the new targetable superweapons (failed)
> > > > Note from Banshee:
> > > > As we promised, our the knowledge generated by the researches from Advanced Tech Center, at http://ppm.entexplode.comviewforum.php?f=25, would become public. So, here is the resume of what we've found out in the end. Good for a read:
> > > > Making New Customized Superweapons For New Sides:
> > > > This method was found by Mr. Muk. It consists in giving your building the following lines:
> > > > EMPulseCannon=yes
> > > > Primary=TheWeaponFromYourSuperweapon
> > > > Superweapon=EMPulseSpecial
> > > > HasStupidGuardMode=false
> > > > Then, make sure the weapon exists. It will use EMPulse's cursor, recharge time, sidebar image, but it will release your weapon.
> > > > Cloning MultiMissile or ChemMissile</h2>
> > > > Thanks to One of a Kind & Banshee:
> > > > Create a new superweapon and add it to the end of Superweapon's list.
> > > > Then, make sure this superweapon has:
> > > > - Type=MultiMissile or Type=ChemMissile depending on the superweapon you wanna clone.
> > > > - Action= must be an unused action. You can select one of these: (DontUse2, DontUse3, DontUse4, DontUse5, DontUse6, DontUse7, DontUse8, SellUnit, Self, Tote and some others which are not used by others superweapons).
> > > > Now, make sure that the building that releases it has:
> > > > NukeSilo=yes
> > > > Superweapon=YourNewSuperweapon
> > > > HasStupidGuardMode=false
> > > > In case you wanna change the weapon from ChemMissile or MultiMissile, change the WeaponType= of the first declared superweapon that uses the type.
> > > > Customizing Hunter-Seeker for your GDI or Nod
> > > > Thanks to Mr.Muk:
> > > > Create a new superweapon and add it to the end of superweapon's list.
> > > > This superweapon must not have an action and must have type=HunterSeeker. Now give it to the side you want and you can customize the cameo, recharge time, etc...
> > > > If you wanna customize the hunter seeker unit, customize GHUNTER for GDI and NHUNTER for Nod and any other new side.
> > > > You should also add your new building to the HSBuilding= line in the beggining of your rules.ini, so the hunter-seeker will be released.
> > > > Codes and their meaning:
> > > > NukeSilo= If it's set to yes, your building will release a superweapon defined by Superweapon= or Superweapon2= if it has as Type= MultiMissile or ChemMissile. The weapon released will be defined by the WeaponType= line of the first declared superweapon of the type. If it doesnt have a valid WeaponType=, the game gives an internal error.
> > > > EMPulseCannon= Links the weapon set by Primary= (note: doesnt work with Secondary=, neither Elite=) to the first declared superweapon with Type=EMPulse and Action=EMPulse. If more than one buildings have this line, only one will release it's primary weapon when the user fire EMPulse.
> > > > WeaponType= Defines the weapon fired by the superweapon if the superwweapon is the first declared superweapon of the type MultiMissile or ChemMissile.
> > > > Final Obeservations:
> > > > Some of the knowledge ago were found before the researches and maybe not by the people specified above, however, we've found that out thanks to them.
> > > > Due to the limits from the method above, we are now attempting to emulate new superweapons. You can find out more info about it at http://ppm.entexplode.comviewtopic.php?t=657
> > > > Credits:
> > > > Research Requested by:
> > > > Banshee (PPM)
> > > > Researchers and testers:
> > > > - Banshee (PPM).
> > > > - One Of A Kind (PPM).
> > > > Supporters:
> > > > - ArgCmdr (YR:Argentina).
> > > > - Seaman (YR:Secrets Revealed).
> > > > - Big Jah (PPM, LightMex TC).
> > > > Bibliography:
> > > > - Superweapons Tutorials by Mr. Muk (Andromeda Vector).
> > > > - Deezire forums.
> > > > Copyright Notice:
> > > > You are free to post this in your site or forum as long as:
> > > > - You credit PPM (http://ppm.entexplode.com) or Advanced Tech Center (http://ppm.entexplode.comviewforum.php?f=25).
> > > > - The site or forum you are posting hasn't got Lethargic Crowd (LC, LCrown, etc) or Vlad06 as staff, owner or admin (or any other name they use).
> > > does this work for RA2 and YR too???
> > Only the multimissile thing. But I think it might require a bit more details.
> like? I'd like to make a superweap like this. could you show me how?
The only aditions I've found so far are the following lines in the superweapon:
ShowTimer=yes
DisableableFromShell=yes
It only becomes harder when you want to customize the Nuke. The nuke uses the weapon NukeCarrier as a sort of Missile going to sky. The real nuke is when it comes from the top and hits the target, so the warhead is the warhead NUKE set in the [NukePayload] and the animation the NUKE warhead uses.
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