ndicki Posted June 1, 2009 Posted June 1, 2009 (edited) It's the usual thing - I can't get my nukes working (SF2 and SF2V). They did for a while, and I'm not sure what happened. Anyway, I've got Gunny Killerbee's weapons pack installed as far as I can see correctly (MISSILEOBJECT.INI does go into OBJECTS, doesn't it?) and I'm getting blast but no visual effects. I haven't tampered with things, so it should work... Any suggestions? Edit: Error on my part - it was not SF2 I got it working in, but SFG. Edited June 1, 2009 by ndicki Quote
+Dave Posted June 1, 2009 Posted June 1, 2009 It's the usual thing - I can't get my nukes working (SF2 and SF2V). They did for a while, and I'm not sure what happened. Anyway, I've got Gunny Killerbee's weapons pack installed as far as I can see correctly (MISSILEOBJECT.INI does go into OBJECTS, doesn't it?) and I'm getting blast but no visual effects. I haven't tampered with things, so it should work... Any suggestions? Give Gunny a few to see this. He will tell you how to do it. If I was in front of my home computer I would show you myself. But no worries he will get you squared away. Quote
+331Killerbee Posted June 1, 2009 Posted June 1, 2009 (edited) Open the Weapon Folder of the Nuke You want to use...... Add this to the Bottom of the WeaponData.ini.....I'll use the Mk.83mod1 for an Example.... [WeaponData001] TypeName=MK-83Mod1 FullName=MK-83Mod 1 Tactical Nuke ModelName=MK-83Mod1 Mass=1000.000000 Diameter=0.220000 Length=2.300000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=USN SpecificStationCode= NationName=USN StartYear=1961 EndYear=1991 Availability=0 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=NukeExplosionEffect <<<<<< Without an "S" on the End. DragAreaMultiplier=8.000000 WarheadType=14 Explosives=100.000000 FusingDistance=50.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 LiftDragRatio=4.000000 ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.500000 EODisplayFlags=0 CEP=0.000000 [NukeExplosionEffect] <<<<<<<< Without an "S" on the End. GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav WaterHitEffectName=NukeExplosionEffect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=NukeExplosionEffect ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=NukeExplosionEffect ArmorHitSoundName=Nuclear.wav AirBurstEffectName= AirBurstSoundName=Nuclear.wav CraterModelName= CraterType=5 Now Your WeaponsData.INI should look like this above. Next, You want to be sure that the Nuclear.Wav is in the "Sounds" Folder of Your Install. Then check to see You have all Files that go with the NukeExplosionEffect in the "Effects" Folder. ******How do You know what Files go with the Effect? Like this..... [EffectType001] Name=NukeExplosionEffect <<<<< Again, No "S". Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=VeryLargeNukeFlashEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=VeryLargeBombShockWaveEmitter2 Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=LargeGreySmokeEmitter2 Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=18.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=HOLD_EMITTER Element[04].ElementName=NukeExplosionEmitter Element[04].StartTime=-1.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=17.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=SCATTER_EMITTERS Element[05].ElementName=AircraftFireySmokeEmitter Element[05].StartTime=0.1000000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[05].ScatterCount=4 Element[05].ScatterVolume=50.000000,20.000000,10.000000 Element[05].ScatterVelocity=100.000000,100.000000,1000.000000 Element[05].ScatterVelocityBias=0.000000,0.000000,00.000000 Element[06].ElementType=HOLD_EMITTER Element[06].ElementName=NukePlume Element[06].StartTime=0.0000000 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=VeryLargeBombLargeDebrisEmitter Element[07].StartTime=0.000000 Element[07].StartTimeDeviation=0.000000 Element[07].EjectTime=-1.000000 Element[07].EjectTimeDeviation=0.000000 Element[08].ElementType=HOLD_EMITTER Element[08].ElementName=VeryLargeNukeFlashEmitter2 Element[08].StartTime=0.000000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=1.000000 Element[08].EjectTimeDeviation=0.000000 [EmitterType001] Name=VeryLargeNukeFlashEmitter ;EmissionType=SINGLE_PARTICLE EmissionType=HOLD_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=100000.000000 HasLightSource=TRUE LightColor=1.000,1.000,1.000 ;LightRange=2000.0 LightRange=100000.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.00000 ParticleLifeTimeDeviation=0.0000 ParticleColorTableType=LINEAR ParticleColorStart=0.200000,0.2000000,0.200000,0.000000 ParticleColorEnd=0.000000,0.00000,0.00000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=2000.0000 ParticleSizeEnd=25000.000000 BaseSizeDeviation=0.0 PositionHeightOffset=100.0 TextureMaterial=NFlashMaterial [EmitterType002] Name=VeryLargeBombShockWaveEmitter2 EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=25000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=18.00000 ParticleColorTableType=LINEAR ParticleColorStart=0.20000,0.20000,0.20000,0.100000000 ParticleColorEnd=0.000000,0.00000,0.00000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=1.000000 ParticleSizeEnd=1900.000000 BaseSizeDeviation=0.3 ;PositionHeightOffset=1.0 PositionHeightOffset=50.0 TextureMaterial=ShockWaveMaterial2 [EmitterType003] Name=LargeGreySmokeEmitter2 EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=0.0 Inheritence=0.00000 MaxVisibleDistance=0000.000000 ZeroVelocityZ=TRUE EmissionRate=0.0060000 EmissionVolume=0.040000,0.100000,0.040000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.00000 RadialVelocityTableType=CONSTANT RadialVelocity=35.0 RadialVelocityDeviation=0.100000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=10.000000 ParticleLifeTimeDeviation=0.300000 ParticleWeight=-0.20000 ParticleRandomness=0.080000 ParticleDragFactor=0.500000 ParticleInheritence=1.000000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.900000,0.900000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=0.800000,0.7500000,0.700000,0.600000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=0.7500000,0.700000,0.650000,0.500000 ParticleColor[04].Time=0.300000 ParticleColor[04].Value=0.700000,0.6600000,0.62000,0.400000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=0.600000,0.5700000,0.5300000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=30.00000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=100.00000 ParticleSize[03].Time=0.250000 ParticleSize[03].Value=200.000000 ParticleSize[04].Time=1.000000 ParticleSize[04].Value=300.00000 BaseSizeDeviation=0.0 PositionHeightOffset=-50.0 TextureMaterial=NukeDustMaterial [EmitterType004] Name=NukeExplosionEmitter UpdateType=NON_MOVING EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT ParticleLifeTime=1.00000 LifeTime=25.00000 MaxVisibleDistance=30000.000000 PositiveZOnly=TRUE EmissionRate=0.25000000 EmissionVolume=0.00000,0.00000,0.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,140.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=120000.0 ;RadialVelocity=240000.0 RadialVelocityDeviation=0.000000 HasLightSource=FALSE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=1.0000 ParticleLifeTimeDeviation=0.000000 ParticleWeight=-1.0000 ParticleRandomness=0.00000 ParticleDragFactor=0.000000 ParticleInheritence=0.0000000 ParticleWindFactor=0.00 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.000000,0.000000,0.000000,0.000000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[04].Time=0.750000 ParticleColor[04].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[06].Time=1.250000 ParticleColor[06].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[07].Time=1.500000 ParticleColor[07].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[08].Time=2.000000 ParticleColor[08].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=188.000000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=190.000000 ParticleSize[03].Time=0.1600000 ParticleSize[03].Value=192.000000 ParticleSize[04].Time=0.3000000 ParticleSize[04].Value=194.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=196.000000 ParticleSize[06].Time=0.75000000 ParticleSize[06].Value=198.000000 ParticleSize[07].Time=0.85000000 ParticleSize[07].Value=200.000000 ParticleSize[08].Time=1.000000 ParticleSize[08].Value=201.000000 ParticleSize[09].Time=1.100000 ParticleSize[09].Value=202.000000 ParticleSize[10].Time=1.1600000 ParticleSize[10].Value=203.000000 ParticleSize[11].Time=1.3000000 ParticleSize[11].Value=204.000000 ParticleSize[12].Time=1.5000000 ParticleSize[12].Value=205.000000 ParticleSize[13].Time=1.75000000 ParticleSize[13].Value=206.000000 ParticleSize[14].Time=2.0000000 ParticleSize[14].Value=207.000000 BaseSizeDeviation=0.0 PositionHeightOffset=450.0 TextureMaterial=NukeExplosionMaterial [EmitterType005] Name=AircraftFireySmokeEmitter EmissionType=POINT_EMITTER UpdateType=RANDOM_MOVING Weight=-3.00000 MaxVisibleDistance=00000.000000 EmissionRate=0.120000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=CONNECTED_SPRITE ParticleLifeTime=6.000000 ParticleWeight=-3.00000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.000000 ParticleColor[02].Time=0.010000 ParticleColor[02].Value=0.100000,0.100000,0.100000,0.400000 ParticleColor[03].Time=0.400000 ParticleColor[03].Value=0.100000,0.100000,0.100000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=2.000000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=7.000000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=18.000000 BaseSizeDeviation=0.4 TextureMaterial=SmokeTrailMaterial [EmitterType006] Name=NukePlume EmissionType=ORIENTED_EMITTER ;EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=25000.000000 HasLightSource=TRUE ParticleUpdateType=NON_MOVING ParticleRenderType=VERTICAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=20.0000 ParticleLifeTimeDeviation=0.30000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.800000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.600000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=0.200000 ParticleSize[02].Value=65.000000 ParticleSize[03].Time=1.00000 ParticleSize[03].Value=250.000000 BaseSizeDeviation=0.0 PositionHeightOffset=-10.0 TextureMaterial=NukeHitSpikeMaterial [EmitterType007] Name=VeryLargeBombLargeDebrisEmitter EffectLevel=2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.900000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.005 EmissionVolume=0.000000,0.000000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,30000.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=60000.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=14.000000 ParticleLifeTimeDeviation=1.0000 ParticleWeight=10.00000 ParticleRandomness=0.050000 ParticleDragFactor=0.400000 ParticleInheritence=0.0010000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.800000,0.700000,0.0000000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.50000,0.40000,0.30000,1.00000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=1.250 ParticleSizeEnd=0.000000 BaseSizeDeviation=0.7 TextureMaterial=DebrisMaterial [EmitterType008] Name=NukeExplosionEmitter2 UpdateType=POINT_EMITTER EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=10.00000 MaxVisibleDistance=100000.000000 HasLightSource=TRUE PositiveZOnly=FALSE EmissionRate=0.25000000 EmissionVolume=0.00000,0.00000,0.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,140.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=120000.0 RadialVelocityDeviation=0.000000 HasLightSource=TRUE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.0000 ParticleLifeTimeDeviation=0.000000 ParticleWeight=-1.0000 ParticleRandomness=0.00000 ParticleDragFactor=0.000000 ParticleInheritence=0.0000000 ParticleWindFactor=0.00 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,2.000000,0.000000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[04].Time=0.750000 ParticleColor[04].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[06].Time=1.250000 ParticleColor[06].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[07].Time=1.500000 ParticleColor[07].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[08].Time=2.000000 ParticleColor[08].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=188.000000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=190.000000 ParticleSize[03].Time=0.1600000 ParticleSize[03].Value=192.000000 ParticleSize[04].Time=0.3000000 ParticleSize[04].Value=194.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=196.000000 ParticleSize[06].Time=0.75000000 ParticleSize[06].Value=198.000000 ParticleSize[07].Time=0.85000000 ParticleSize[07].Value=200.000000 ParticleSize[08].Time=1.000000 ParticleSize[08].Value=201.000000 ParticleSize[09].Time=1.100000 ParticleSize[09].Value=202.000000 ParticleSize[10].Time=1.1600000 ParticleSize[10].Value=203.000000 ParticleSize[11].Time=1.3000000 ParticleSize[11].Value=204.000000 ParticleSize[12].Time=1.5000000 ParticleSize[12].Value=205.000000 ParticleSize[13].Time=1.75000000 ParticleSize[13].Value=206.000000 ParticleSize[14].Time=2.0000000 ParticleSize[14].Value=207.000000 BaseSizeDeviation=0.0 PositionHeightOffset=500.0 TextureMaterial=NFlashMaterial2 [shockWaveMaterial2] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Shock1.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=TRUE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Nflash.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeExplosionMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Explosion3.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeDustMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Ndust.tga <<<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeHitSpikeMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=NukeSpike.tga <<<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial2] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=NFlash.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE After You've done that. Go drop the MK83mod1 Tactical Nuke and Nuke something. All 3-Party Weapons Effects are handled this way for SF2 and SF2Vietnam. Use the Old MissileObject.INI as a Reference to the Weapon Effect Classes, Just remember to drop the "S's" on the end of the Names. Rename the MissileObject.INI to something different like "WpnsClasses" or something like that so it doesn't mess with the Default One in the Game Engine. "Delete" it after you no longer need it....... Delete it.......Yes, I said get rid of it.....It's no longer needed...... BTW, Be sure the Effect File Name doesn't have an "S" on the end of it either...... 331KillerBee Edited June 1, 2009 by 331Killerbee Quote
ndicki Posted June 1, 2009 Author Posted June 1, 2009 (edited) Thanks, Gunny - off to try... Later: That was satisfying. Thanks! Edited June 1, 2009 by ndicki Quote
Guest Eject Posted November 25, 2009 Posted November 25, 2009 Hmm, I can use it too, since the last time I drop my nuke over GermanyCE airbase, I killed my self and my squadron! BTW, as said a couple of times elsewhere here, I just had a pleasant surprise after "tweaking" my Russian or Soviet/s R-13R a-to-a from a mere less lethal IRM to AHm euivalent to the Chinese SD-10, altered some values here and there, and WHAT? Every time I smashed enemy Air Def, the entire airbase objects, even the Ammo Bankers were exploding! Someone here commented, perhaps my brute tweaking on it made it to have a Nuke Effect! Even when an enemy birds, such as the advance F-22 and F-35 were smashed, if I did it LESS than 3.8 Kms away, I would be dead as well, so were my squadron. I really enjoyed its destruction efect that the whole 18 Strato Fortress (?) of USAF, were once were down by just 3 of my R-13R. What kept me wondering waas their "wounds", the damage were so severe, that perhaps that guy commented on it to have a Buke effect could be corect. I have never tried using it v battleship nor carrier tho. Having seen its devastating efects, I just did the dumb way, copy/paste some parameters on it to my AGM-65K. Same efect dudes..... Yes, this sub-topic of mine is more appropriate for WHAT IF Thread..... Thanks Dave... Quote
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