Forums Index >> Modding >> Volcanoes not working!
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You need to pick a "target".
In the.mis put the word "target" with a number (1-5) next to it inside the parenthesis of some object.
It can be any object.
reload gate, tree, bones, rocks, volcano (yes itself, rocks just spill over the side)
example:
New TSStatic(target1) {
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Also, MAXWORKS
has examples like this one below of the volcano settings.
Put this text at the bottom of you.mis after the //--- OBJECT WRITE END ---//
(requires my emitters)
//Volcano//
Volcanodb.projectile = "VolcanoRock";
Volcanodb.sound = "EruptSound";
Volcanodb.category = "Volcano";
Volcanodb.shadow = false;
Volcanodb.staticShadow = true;
Volcanodb.shape = "game/data/shapes/common/volcano.dts";
Volcanodb.minAttackDelay = 2000;
Volcanodb.maxAttackDelay = 10000;
Volcanodb.minAttackRocks = 1;
Volcanodb.maxAttackRocks = 5;
VolcanoRock.emitter= "SmokeTrailemitter";
VolcanoRock.className = "ProjectileData";
VolcanoRock.resource = "game/data/shapes/common/volcanorock01.dts";
VolcanoRock.reticle = "OtherReticle";
VolcanoRock.numbounce = 10;
VolcanoRock.bounceFactor = 0.5;
VolcanoRock.damage = 3;
VolcanoRock.splashArea = 5;
VolcanoRock.gravityscale = 0.3;
VolcanoRock.velocity = 12;
VolcanoRock.inheritVelocity = 0;
VolcanoRock.count = 1;
VolcanoRock.burstcount = 1;
VolcanoRock.burstdelay = 20;
VolcanoRock.reloadtime = 250;
VolcanoRock.synchTime = 1000;
VolcanoRock.synchBefore = 500;
VolcanoRock.sizescale = 5.0;
VolcanoRock.maxRotation = 360.0;
RockExplosion.resource = "game/data/shapes/Common/VolcanoExplosion.png";
RockExplosion.sound.filename = "game/data/sound/EruptSound.wav";
RockExplosion.startscale = 1;
RockExplosion.durationscale = 3000;
RockExplosion.endscale = 15;
RockTankExplosion.resource = "game/data/shapes/Common/Volcanobump.png";
RockTankExplosion.sound.filename = "game/data/sound/EruptSound.wav";
RockTankExplosion.startscale = 2;
RockTankExplosion.durationscale = 3000;
RockTankExplosion.endscale = 20;
RockOwnTankExplosion.resource = "game/data/shapes/Common/Volcanobump.png";
RockOwnTankExplosion.sound.filename = "game/data/sound/EruptSound.wav";
RockOwnTankExplosion.startscale = 1;
RockOwnTankExplosion.durationscale = 3000;
RockOwnTankExplosion.endscale = 10;
RockBounceExplosion.resource = "game/data/shapes/Common/VolcanoExplosion.png";
RockBounceExplosion.sound.filename = "game/data/sound/EruptSound.wav";
RockBounceExplosion.startscale = 1;
RockBounceExplosion.durationscale = 3000;
RockBounceExplosion.endscale = 10;
RockOtherExplosion.resource = "game/data/shapes/Common/VolcanoExplosion.png";
RockOtherExplosion.sound.filename = "game/data/sound/EruptSound.wav";
RockOtherExplosion.startscale = 1;
RockOtherExplosion.durationscale = 3000;
RockOtherExplosion.endscale = 10;
RockBump.resource = "game/data/shapes/tanks/smoke.png";
RockBump.sound.filename = "game/data/sound/explodeVolcano.wav";
RockBump.startscale = 1;
RockBump.Durationscale = 3000;
RockBump.endscale = 15;
MAX
Last edited: Saturday, February 12, 2005 at 1:00:25 PM
You wouldn't believe how many people I had to tell that. :P
Adding on in case Gee doesn't get it:
New TSStatic() { <--------------------
position = "-275.542 14.0825 8.11955";
rotation = "0.0337076 0.11383 0.992928 143.871";
scale = "1 1 1";
shapeName = "game/data/shapes/Blue/fishbones.dts";
treeLighting = "0";
lightBoost = "0";
};
Example.
New TSStatic(target1) { <-------------------------
position = "-275.542 14.0825 8.11955";
rotation = "0.0337076 0.11383 0.992928 143.871";
scale = "1 1 1";
shapeName = "game/data/shapes/Blue/fishbones.dts";
treeLighting = "0";
lightBoost = "0";
};
:P
Yes, thank you. It works.
Also, another methos is make the mission TT3_y (y is algebra, can be any number you want)
Acually that doesn't work if you do it that way. I was modding on a mission that was named TT3_7.
Btw y isn't algebra, it is a variable!!!!
Hey big show havent seen u in a while hows it going? I miss ur mods u never put them up anymore.... Can u start putting them up again?
Leeds,that way does not work,in the original levels,volcanoes already had a target put in,so any additional volcanoes will fire in those levels. If you nuke all the objects with mod wiz,the targets are deleted,thus volcanoes go dormant.
Page : <1> :
Well, when I put a volcano in a mission with modwizard, it doesnt shoot out rocks! But if I go into an already made mission they work so what is the problem?