Custom Explosion Generator questions

Custom Explosion Generator questions

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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Custom Explosion Generator questions

Post by Quanto042 »

Alright, I've got a bit of a conundrum. As some of you know, I've been fighting an uphill battle to keep BOTA up-to-date with the Spring revisions, however I'm still pretty Nubbly when it comes to the finer points of mod development, most importantly the Custom Explosion Generator. I've clawed my way through a few things and I've almost gotten the hang of it.

However, since spring .77 was released, some of the more important explosions (and their weapon damage mind you) have become broken. The most important of these being the commander death explosion. When he dies, the nuclear explosion that should result, does not happen. Instead a tiny *poof* takes place instead. As if the main explosion was replaced with the default basic "small unit" explosion as found in Spring's default OTA content.

Are there any important changes to the weapon code or CEG code that I am unaware of?
This also affects all other unit explosions. However, explosions that result form weapon-fire or impact continue as normal.

I am utterly confused >_<


////Edit
Problem solved! Thanks Gnome and quantum! \o/
Last edited by Quanto042 on 07 Dec 2008, 04:48, edited 1 time in total.
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Custom Explosion Generator questions

Post by Quanto042 »

ARMCOM TDF

Code: Select all

[UNITINFO]
	{
	UnitName=ARMCOM;
	Version=1;
	Side=ARM;
	Objectname=ARMCOM;
	Designation=ARM-WM;
	Name=Commander;
	Description=Commander;
	FootprintX=2;
	FootprintZ=2;
	BuildCostEnergy=34125;
	BuildCostMetal=29854;
	MaxDamage=3500;//3000
	MaxWaterDepth=35;
	MaxSlope=20;
	EnergyUse=0;
	BuildTime=95897;
	WorkerTime=300;
	BMcode=1;
	Builder=1;
	ThreeD=1;
	ZBuffer=1;
	SightDistance=507;//290
	RadarDistance=700;//400
	SoundCategory=ARM_COM;
	ExplodeAs=COMMANDER_BLAST;
	SelfDestructAs=COMMANDER_BLAST;
	Category=ARM commander LEVEL10 WEAPON NOTAIR NOTSUB CTRL_C;
	TEDClass=COMMANDER;
	Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
	GermanName=Commander;
	GermanDescription=Commander;
	UnitNumber=21;
	FrenchName=Commandeur;
	Frenchdescription=Commandant;
	firestandorders=1;
	StandingFireOrder=2;
	mobilestandorders=1;
	StandingMoveOrder=0;
	canmove=1;
	canpatrol=1;
	canstop=1;
	SpanishName=Comandante;
	SpanishDescription=Comandante;
	ItalianName=Comandante;
	ItalianDescription=Comandante;
	canguard=1;
	MaxVelocity=1.8;
	BrakeRate=0.3;
	Acceleration=0.35;
	TurnRate=1044;
	SteeringMode=2;
	ShootMe=1;
	Builddistance=60;
	CanReclamate=1;
	EnergyMake=25;
	MetalMake=1;
	DefaultMissionType=Standby;
	maneuverleashlength=640;
	MovementClass=COMMANDER;//TANKDS2
	Upright=1;
	SonarDistance=700;//400
	canattack=1;
	Weapon1=ARMCOMLASER;
	wpri_badTargetCategory=VTOL;
	BadTargetCategory=VTOL;
	NoChaseCategory=VTOL;
	ActivateWhenBuilt=1;
	CloakCost=200;
	Weapon3=ARM_DISINTEGRATOR;
	candgun=1;
	CloakCostMoving=1000;
	HealTime=27;
	CanCapture=1;
	HideDamage=1;
	ImmuneToParalyzer=1;
	norestrict=1;
	Commander=1;
	Ovradjust=1;
	ShowPlayerName=1;
	mincloakdistance=40;
	//for Spring:
	mass=2999; // so it's transportable damnit
	SmoothAnim=1;
	leaveTracks=1;
	trackWidth=22;
	trackOffset=0;
	trackStrength=10;
	trackStretch=1;
	trackType=KbotTrack;
	}
Commander_Blast Code from units.tdf

Code: Select all

[COMMANDER_BLAST]
	{
	ID=213;
	name=Atomic Blast Weapon;
	rendertype=4;
	ballistic=1;
	turret=1;

	range=380;
	reloadtime=3.6;
	weaponvelocity=250;
	soundstart=largegun;
	soundhit=xplonuk4;

	explosiongaf=commboom;
	explosionart=commboom;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom2;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashlg;

	shakemagnitude=32;
	shakeduration=2;

	areaofeffect=950;
	edgeeffectiveness=0.75;

	[DAMAGE]
		{
		default=9999;
		}
	}
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Custom Explosion Generator questions

Post by LordLemmi »

you could post what the problem was or? ^^
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