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View Full Version : Help with a Nuke Tank


NeutronHInc
03-12-2006, 12:45 AM
I'm wanting to add a Nuclear Tank (I realise this may have been done already, I still want it in this mod) to a Mod I'm working on. I was wondering in AIII/DatEdit what needs to be changed to what, and anything else I need to do to make it fire Nukes while in Seige Mode.

The name must be changed to Nuclear Tank. (this I assume is done in TBLPad, which I have)
The tank must fire a Nuke while in Seige Mode and not the Shock Cannon. (done in AIII/DatEdit I know)
The weapon icon must be changed to the Nuke icon. (probably done in AIII/DatEdit)
The Nuke blast must be visable. (what do I need for this?)

So, please state the programs I need, and the steps(in great detail would help a lot) to take to make it work.

Thanks in advance.

Echo_8
03-12-2006, 10:43 AM
DatEdit/Arsenel III for:

Changing some unused sprite to into a missile
Setting up a weapon to use that sprite
Getting the tank to use that weapon


IceCC to create the animation for the new missile sprite
Copy an existing missile's script and in its (the missiles) death animation, include

sprol0f 267 0 214 # NuclearExplosion (thingy\NukeHit.grp)

That would create the explosion graphic.

Don't use the nuclear missile sprite, because it was made for only going up and down (16/17 frames of its grp have the missile pointing up, the last pointing down)

I'd explain in greater detail, but its 2:48 in the morning

HyperDemonic
03-13-2006, 3:06 AM
wat wound be cool is if u overlap a missile frames with the frames of the irradiate sprites


so it looks more toxic nukelur kind of stuff