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Staredit Network -> Modding Assistance -> Fun with Thermonuclear Explosions
Report, edit, etc...Posted by DarckRedd on 2006-07-08 at 14:48:27
My friend and I are attempting to mod the valkyrie so Halo Rockets will go off nuclear style, just for the novelty of seeing 10 nukes going off at once. The thing is that when the Valks fire their rockets, they will go off normally. Then, the nuclear explosion sound plays. Then, the game crashes.

We used ICE and edited the flingy.dat in DatEdit. For more detail, I'd have to ask him.

ETA:

QUOTE
tell them i edited the Halo Rocket death animation in ICE, replacing it with nuke explosion, then tell them i changed move control from "Partially Mobile, Weapon" to "Iscript.bin" control


This is the procedure he used.

ETA2:

We're complete beginners. Please forgive any ignorance on our part.
Report, edit, etc...Posted by EzDay281 on 2006-07-08 at 15:38:33
Well, I'm not sure if it's the problem, but you don't need to change the move control. All weapons should use the Weapon Move Control ( there may be a few exceptions, but if there are, I'd guess they're only for incredibly advanced modders ) .
The weapons already read from their animation files for everything but move speed.
Could you upload the modified iscript.bin?
Report, edit, etc...Posted by DarckRedd on 2006-07-08 at 16:20:15
The modified Iscript is attached to this post.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-08 at 19:45:51
There's a dropbox in DatEdit's weapons.dat editor that has different explosion effects, one of them happens to be the Nuke one, try changing that.
Report, edit, etc...Posted by DarckRedd on 2006-07-09 at 10:59:19
It sort-of worked - the halo rockets had the same effect as a nuke, but the nuclear animation did not play.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-07-09 at 20:25:06
You need a sprol0f command.

If you're using IceCC, add sprol0f 267 0 0 to the Halo Rocket's death animation.

I don't know what the ICE equivalent is, sorry.
Report, edit, etc...Posted by EzDay281 on 2006-07-11 at 17:03:59
Well, fortunately I'm an ICE user, myself.

Here's a description on a few problems I saw.

Initial Animation: I'm not certain about this, but I'd advise you give it a Play Frame # in there.

Death Animation: Holy crap, that's just screwed.
Generally, if you have lots of waits and/or play frames in the death animation for a missile, it'll crash, because it's still trying to move, or something. Or atleast, that's my interpretation. The sounds are unnecesary, as the Nuke overlay itself plays the sounds. You forgot a Do damage ( missiles ) command. You forgot Place active overlay command.
Basicaly, what you should have is ( in order ) : Place active overlay ( find the nuclear overlay, you can find it in the nuke missile's animation ) , do damage missiles, wait 1 tick, Remove graphic end animation ( or whatever it's called ) .

Initial Ground Attack Animation: Again, I'd advise a Play frame #.
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