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 TAC Nuke Corp. - Updated 06/15/09 (B23) 
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
I can't see why it does that... If you put the .rte folder in the correct place then its supposed to work.

Maybe restart your computer or reinstall CC will do the trick. Else, I'm not familiar enough with the game to help you, i rarely have errors with it :/


Sat Feb 14, 2009 8:25 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Allright i'm reupping my mod because I can work on it once again and i'm kinda stuck in my coding.

I wan't to know how to do some kind of Particle that can continuously throw other particles all around him for a short time, lets say 15 seconds. I actually want to use that to make some kind of irradiation in the area of the nuke as well as making some kind of big glow that shows that it looks really hot or something and you dont want to jump in it like an idiot.

Any help would be appreciated!

Btw, soz for the double post.


Thu Apr 09, 2009 12:32 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Hey Deathbringer, I had some ideas I wanna throw in, if you're still working on this mod.

First, a stationary A-bomb. It would a an ACraft, much like the storage crate from the base content. However, opening the doors would activate the bomb to countdown (or explode immediately). Not very useful, but I think everyone enjoys taking your enemies to hell with you when you are on the edge of losing. When you ran out of time or money, just shout 'Die you sons of b*tches!' and blow up everyone getting into your base.

And, an ACrab armed with only a nuclear device. So it's basically a nuclear warhead on legs. What's good about it is that you can move it, and fire its jets, have it reach a desirable height, then detonate it to maximize area of damage. A mid-air detonation is what nukes are made for really. Of course, it will have minimal sight range(so it won't blow up when it sees an enemy).

Just some thoughts on nuke more weapons.


Last edited by The Decaying Soldat on Fri Apr 10, 2009 4:23 am, edited 1 time in total.



Thu Apr 09, 2009 1:04 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Stationary ACraft version can be accomplished by giving it a TDExplosive with a non-zero pin strength and a triggerdelay equal to what you want the countdown to be. Or you could go for extra epic and make TDExplosives that gib into other TDExplosives, each with a different glow, the trigger explosive in the final one.
The ACrab version can be accomplished by Making a Crab that gibs one of these and lots of rounds.
The Painter Version could just be a modified version of Shook's Pelian Army mortar caller.


Thu Apr 09, 2009 1:12 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
IDEA:Make it a crab that gibs when it shoots a missile! That could be your first great invention! Like this!


Thu Apr 09, 2009 4:46 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
deathbringer wrote:
I wan't to know how to do some kind of Particle that can continuously throw other particles all around him for a short time, lets say 15 seconds. I actually want to use that to make some kind of irradiation in the area of the nuke as well as making some kind of big glow that shows that it looks really hot or something and you dont want to jump in it like an idiot.

What you're looking for is an AEmitter. Basically, it's an object that can emit other objects. For an example of an AEmitter, go to Base.rte/Effects/Pyro/ and open up Pyro.ini, then go to the very last object.
The glow could be made by either doing what you've already done (make it gib a glowy MOPixel), or by having the emitter emit a/some glowing particle(s). All of them could be controlled by a StartTimeMS variable, which determines when the given emission starts, if you don't want it to start immediately.

Nice nuke, by the way. Getting blown to smithereens with it by my brother is almost awesome. ;)


Thu Apr 09, 2009 5:17 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Thats a LOT of ideas at the same time lol. But still I'll see into that, I especially like the Nuke Crate thing. (Won't be too hard to sprite)

But right now I have to make my vehicle nuke and finish my nuke 'splosion so I'll do the rest after that.

And thanks Shook for helping me out I appreciate it! :grin:

Edit : I'm having a pretty dumb error when trying to transform my L-Type rocket into some kind of Propelled rocket with and AEmitter. It says :

Code:
Abortion in file .\system\DDTError.cpp, line 109, because:

Assertion failed: Stream suggests allocating an unallocatable type in
Magazine::Round::Create!


I took the EXACT SAME code as the Coalition Rocket launcher, just changed the mass, the sprite and the Gibs. I don't know why it keeps giving me this damn error...

Edit2: Don't ask me why, but EVERY time i use AEmmiters I can't use them. It gives me an error similar to the one above. I even tried making my heat with and emitter and it gave me the same error except taht it said Gib::Create! instead...


Fri Apr 10, 2009 12:07 am
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Really nice nuke. Anything with a mushroom cloud like that is a must download :) I think Winterous' Orc science Thorium bomb-like aftereffects would suit this one well. And perhaps a bit longer sound. (The growling noise after the bang could also be more audible). At that point it might be the best nuke mod ever. And like has been suggested, animated cloud too (+ vacuum effects, both graphical and physics affecting with Lua, stuff flying back and forth, if you want something really awesome), but that would be lots of work i think.

If it would have all that... :-P If so much work would be put into it, it would need a place as a regular weapon, carefully balanced with other weapons. If it's even possible to balance something with so much power as a nuke. Although there would be even more work then :P But it's great even as it is now. :thumbsup:


Sat Apr 11, 2009 5:39 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Wait.

Nuke Launcher?

*INSTANTDOWNLOAD*


Sat Apr 11, 2009 10:46 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
Update 0.9 is up now. I finally went through the emitter thingy with some searching and added some more stuff when i was still focused in coding and spriting like crazy.

Sad thing, i don't think i will be able to code the vehicle nuke launcher because trying to code Ivan's tank actually gave me a headache.

And, i won't be making a propelled missile for the portable nuke launcher because the emitter didn't work good. I reversed back to the old code so no change there.

Well at least, i gave some cool radiations effects too and I'm pretty happy with my nuke right now. I STILL need you opinion though because it's STILL a WIP, so any ideas are welcome.

I'm also doing that Nuke Crab, i totally like the idea thanks Soldat and Bladecat!

Edit: Can someone redo the gif? It's slightly outdated :P


Sat Apr 11, 2009 11:21 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
ScifiSpirit wrote:
And like has been suggested, animated cloud too (+ vacuum effects, both graphical and physics affecting with Lua, stuff flying back and forth, if you want something really awesome), but that would be lots of work i think.


Like you said, that would be LOTS of work. Also, I heard Numgum said that he tried making a vacuum bomb, by emitting particles towards the explosion center to bring everything there. Sadly, most things cannot withstand that kind of high speed particle and would be torn apart before reaching the center.

Deathbringer: You really made the nuclear (box) bomb?! I love you now. Maybe love you more when the crab comes out.


Sun Apr 12, 2009 7:06 am
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/11/09
I got another question about emitters. How do you change the angle? I'm having a go at making an animated nuke and i want some of my particles to go up instead of going right.


Mon Apr 13, 2009 3:10 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/11/09
Code:
EmissionAngle = Matrix
<tab>AngleDegrees = <angle>


Mon Apr 13, 2009 3:14 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/11/09
Code:
   EmissionAngle = Matrix
      AngleDegrees = <Angle>


Mon Apr 13, 2009 3:17 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/11/09
Oh wow well thanks a lot!

Edit: Ok i'm having some trouble. When i use missiles that can turn around and stuff (lets say like the box the PNL and the guided missile) It spawns the whole nuke in the angle that the missile exploded. I'll go get a screenshot...

Edit2:
[img=http://img8.imageshack.us/img8/6991/nukebug.th.jpg]

Edit3: Okay i'm uploading a 0.9b version. This version WILL be buggy because the animated shroom spawns on the sides like the screenshot on top. You wont get any problems with the GRBM and the static Nuke Container though. Also the racked box that you can build in Bunker mode won't give you problems either.


Mon Apr 13, 2009 3:37 pm
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