Edit Nuclear missile
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- Dr.MonaLisa
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Re: Edit Nuclear missile
Check files in zips_ee2x/ee2x_db.zip (or ee2x_db_155.zip).
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
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- Posts: 20
- Joined: 15 Nov 2014, 11:24
Re: Edit Nuclear missile
how edit file .ddf??? and which is non-destructive range, firing rangeLeader wrote:Check files in zips_ee2x/ee2x_db.zip (or ee2x_db_155.zip).
- Dr.MonaLisa
- High Representative
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Re: Edit Nuclear missile
Notepad or Notepad++.hac_uy@yahoo.com.vn wrote:how edit file .ddf???Leader wrote:Check files in zips_ee2x/ee2x_db.zip (or ee2x_db_155.zip).
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
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- Posts: 20
- Joined: 15 Nov 2014, 11:24
Re: Edit Nuclear missile
i find itLeader wrote:Notepad or Notepad++.hac_uy@yahoo.com.vn wrote:how edit file .ddf???Leader wrote:Check files in zips_ee2x/ee2x_db.zip (or ee2x_db_155.zip).
[nitType = NuclearBomber
upgradedAbilities = [
AircraftMove {speed = 5.75; angSpeed = 40; CruisingHeight = 14.0; ElevChangeRate = 1.0; OnGroundScale = 0.8}
Attack { damage = 0; range = 0; reloadTime = 666; angularRange = 60; applyDamageTime = 0; missileName = "AtomBomb"; ignoreBlocking = 1; attackOnTheMove = 1; ordnance = 1;
areaDamageRadius = 6; areaDamageFriendlyRatio = 0.5 }]
UnitType = NuclearBomber
upgradedAbilities = [
Attack { damage = 0; range = 0; reloadTime = 666; angularRange = 60; applyDamageTime = 0; missileName = "AtomBomb"; ignoreBlocking = 1; attackOnTheMove = 1; ordnance = 1;
areaDamageRadius = 4; areaDamageFriendlyRatio = 0.5 }
UIRenderingParams {
xOffset = 0.01
yOffset = -0.50
zOffset = 1.14
scale = 1.79
angle = 18.95
}
which is non-destructive range, firing range
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- Posts: 20
- Joined: 15 Nov 2014, 11:24
Edit Nuclear missile
here
/------------------------------------------------------------------------------------------------
// MISSILE SILO
//------------------------------------------------------------------------------------------------
UnitType Missile_Silo
{
ownerType = PlayerOnly
parent = Building
icon = icon_unit_icbmsilo
properties {
SizeX = 2
SizeY = 2
FootprintSizeX = 3.5
FootprintSizeY = 3.5
OffsetX = 0.75
OffsetY = 0.75
rps = BuildingCombat
mass = 1
DisplayNameScenEdit = tx_utn_MissSilo_sname
VerboseTooltip = vtt_unit_MissileSilo
displayName = tx_utn_MissSilo_name
displayNamePlural = tx_utn_MissSilo_pname
HitPoints = 2000
// The missile defaults to not firing on its own.
stance = HoldFire
}
sounds {
sndSelection = ["silo_select" "silo_select2"]
}
abilities = [
Produce {
NoRallyFlag = 1;
ProduceOrdnance = 1;
}
Attack { range = 2000;
angularRange = 360;
reloadTime = 5; // we don't need a long reload time as we can only produce 1 at a time
applyDamageTime = 1.73;
damage = 10000;
missileName = "Ten Lua Hat Nhan";
ignoreBlocking = 1;
areaDamageRadius = 6;
areaDamageFriendlyRatio = 1.0
packTime = 2.0;
unpackTime = 2.0;
ordnance = 1; // we have at most 1 missile at any time
startWithNoOrdnance = 1 // and we start with no missile
weaponType = Nuke
}
LOS { range = 10 }
]
}
//------------------------------------------------------------------------------------------------
// MISSILE SILO - VISUAL INFO
//------------------------------------------------------------------------------------------------
//------------------------------------------------
// EPOCH 15
//------------------------------------------------
UnitModel Missile_Silo
{
Parent = BaseBuilding
DefaultModel = bld_missilesilo15.NIF
ChildNames = [ ExplSelectorBuild_Small Muzzle_Silo LargeGlow ]
States = [
{ StateName = Idle AnimName = bld_missilesilo15_idle.KF }
{ StateName = Attack1 AnimName = bld_missilesilo15_attack.KF
TextKeys = [
{ Name = START_SOUND Data = fx_rocket_launchICBM KeyTime = 0 }
]
}
{ StateName = Pack AnimName = bld_missilesilo15_pack.KF }
{ StateName = Unpack AnimName = bld_missilesilo15_unpack.KF }
]
Where is the speed, range and scope of destruction, I want to edit it and i cant find ballistic missile silo(1.5)
/------------------------------------------------------------------------------------------------
// MISSILE SILO
//------------------------------------------------------------------------------------------------
UnitType Missile_Silo
{
ownerType = PlayerOnly
parent = Building
icon = icon_unit_icbmsilo
properties {
SizeX = 2
SizeY = 2
FootprintSizeX = 3.5
FootprintSizeY = 3.5
OffsetX = 0.75
OffsetY = 0.75
rps = BuildingCombat
mass = 1
DisplayNameScenEdit = tx_utn_MissSilo_sname
VerboseTooltip = vtt_unit_MissileSilo
displayName = tx_utn_MissSilo_name
displayNamePlural = tx_utn_MissSilo_pname
HitPoints = 2000
// The missile defaults to not firing on its own.
stance = HoldFire
}
sounds {
sndSelection = ["silo_select" "silo_select2"]
}
abilities = [
Produce {
NoRallyFlag = 1;
ProduceOrdnance = 1;
}
Attack { range = 2000;
angularRange = 360;
reloadTime = 5; // we don't need a long reload time as we can only produce 1 at a time
applyDamageTime = 1.73;
damage = 10000;
missileName = "Ten Lua Hat Nhan";
ignoreBlocking = 1;
areaDamageRadius = 6;
areaDamageFriendlyRatio = 1.0
packTime = 2.0;
unpackTime = 2.0;
ordnance = 1; // we have at most 1 missile at any time
startWithNoOrdnance = 1 // and we start with no missile
weaponType = Nuke
}
LOS { range = 10 }
]
}
//------------------------------------------------------------------------------------------------
// MISSILE SILO - VISUAL INFO
//------------------------------------------------------------------------------------------------
//------------------------------------------------
// EPOCH 15
//------------------------------------------------
UnitModel Missile_Silo
{
Parent = BaseBuilding
DefaultModel = bld_missilesilo15.NIF
ChildNames = [ ExplSelectorBuild_Small Muzzle_Silo LargeGlow ]
States = [
{ StateName = Idle AnimName = bld_missilesilo15_idle.KF }
{ StateName = Attack1 AnimName = bld_missilesilo15_attack.KF
TextKeys = [
{ Name = START_SOUND Data = fx_rocket_launchICBM KeyTime = 0 }
]
}
{ StateName = Pack AnimName = bld_missilesilo15_pack.KF }
{ StateName = Unpack AnimName = bld_missilesilo15_unpack.KF }
]
Where is the speed, range and scope of destruction, I want to edit it and i cant find ballistic missile silo(1.5)
- Dr.MonaLisa
- High Representative
- Posts: 8708
- Joined: 17 Jun 2010, 11:21
- Location: Poland
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Re: Edit Nuclear missile
It's in file: db_155.zip\db\Unit\unofficial_patch_155000_units.ddfi cant find ballistic missile silo(1.5)
Unit type is: Mgm
You can see:
areaDamageRadius decides how big area should be damaged.Attack { range = 250;
angularRange = 360;
reloadTime = 5; // we don't need a long reload time as we can only produce 1 at a time
applyDamageTime = 2.00;
damage = 20000;
missileName = "MGMNuke";
ignoreBlocking = 1;
areaDamageRadius = 10;
areaDamageFriendlyRatio = 0.5
packTime = 2.0;
unpackTime = 2.2;
ordnance = 1; // we have at most 1 missile at any time
startWithNoOrdnance = 1 // and we start with no missile
weaponType = Nuke
}
If you want to edit the nuclear explosion effects, edit file: zips\dbareaeffects_unittype.ddf
It's almost impossible to edit the nuclear explosion animation, but you can try editing file: db_155.zip\db\Visuals\visual_expl_ammo_nuke_15.ddf
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
-
- Posts: 20
- Joined: 15 Nov 2014, 11:24
Re: Edit Nuclear missile
so I can not edit the range of the missile silo and dmage and missile ( 1.5 ) ?Leader wrote:It's in file: db_155.zip\db\Unit\unofficial_patch_155000_units.ddfi cant find ballistic missile silo(1.5)
Unit type is: Mgm
You can see:areaDamageRadius decides how big area should be damaged.Attack { range = 250;
angularRange = 360;
reloadTime = 5; // we don't need a long reload time as we can only produce 1 at a time
applyDamageTime = 2.00;
damage = 20000;
missileName = "MGMNuke";
ignoreBlocking = 1;
areaDamageRadius = 10;
areaDamageFriendlyRatio = 0.5
packTime = 2.0;
unpackTime = 2.2;
ordnance = 1; // we have at most 1 missile at any time
startWithNoOrdnance = 1 // and we start with no missile
weaponType = Nuke
}
If you want to edit the nuclear explosion effects, edit file: zips\dbareaeffects_unittype.ddf
It's almost impossible to edit the nuclear explosion animation, but you can try editing file: db_155.zip\db\Visuals\visual_expl_ammo_nuke_15.ddf
- Dr.MonaLisa
- High Representative
- Posts: 8708
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
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Re: Edit Nuclear missile
Which missile do you want to edit? The Super ICBM? If yes, then I gave you the code in my previous post. Just change "damage" and and "range" from 250 to anything you want.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains