Deathblow Rem Explosion.
Deathblow Rem Explosion.
21 years 4 months ago
Is it at all possiable to make the Deathblow REM explosion a double explosion? That is to say it would have the exact same one it has currently, and a tiny 50 m wide antimatter explosion in the core.
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
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Re:
21 years 4 months ago
I think antimatter explosions only exist to damage Aliens. Otherwise, they have no extra effect over standard explosions. Perhaps you could change the explosion model, if you want something that looks a little different?
-Gtrout
-Gtrout
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Re:
21 years 4 months ago
well yes, i want it to remain the same....just to have a little fast antimatter animation right in the centre. The encylopidea dictates that it has antimater inits core to enhance the thermonuclea explosion.
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
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Re:
21 years 4 months ago
In the resource.zip under sims/weapons/ you find the ini-file for the antimatter missile.
There you find:So you could create a altered version of the deathblow_remote_missile.ini i think by altering the Missile properties section and adding this antimatter_radius as needed. But this will be an instant kill.
Or you have to find all the deathblow missiles in a certain radius and attach a new deathscript to them. This deathscript has to create a new explosion of a certain type might found in sims/eplosions/. In the SDK-Help there's an example how to create an explosion for a deathscript.But i am not that advanced to give the working solution yet.
There you find:
Code:
; Missile properties - no need for penetration/damage since AM explosions
; take out anything and everything
lifetime=30
; Huge antimatter explosion
antimatter_radius=2500
Or you have to find all the deathblow missiles in a certain radius and attach a new deathscript to them. This deathscript has to create a new explosion of a certain type might found in sims/eplosions/. In the SDK-Help there's an example how to create an explosion for a deathscript.
Code:
task Antimatter( hsim sim )
{
hsim blast = Sim.Create ( "ini:/sims/explosions/10km_antimatter_explosion", "Big Bang" );
Sim.PlaceAt ( blast, sim );
Sim.Destroy ( sim );
}
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Re:
21 years 4 months ago
What woudll be best is *two* explosions. the normal death blow remote one and a really fast tiny anit-matter explosion.
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
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Re:
21 years 4 months ago
Lo-tekk has a great idea, the death script might be modified for this use. There is no built in "script hook" for a bullet or missile exploding - so there is no way to "do something special".
-Gtrout
-Gtrout
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