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Default proj and blowing up

Modding questions, answers, help.....

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TheBMTBaron
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Default proj and blowing up

Post by TheBMTBaron »

I have a question about two things.

First of all, I have this new projectile. It is in the form of a snowball and explodes like a snowball. I only want this for a couple of my wintermaps as a default projectile. Now, I know you have to do this in the .mis, but its not working. This is what I have in it:

Code: Select all

//--- OBJECT WRITE END ---

Lighttank.defaultprojectile = "snowballprojectile";
Mediumtank.defaultprojectile = "snowballprojectile";
Heavytank.defaultprojectile = "snowballprojectile";
What am I doing wrong? Its not working.

Secondly, for my new mods (Will be a series of maps that will be where you perform missions), I want to have something that will blow up. I just want some advice before I do this, but will this work:
What if I use an object such as a tree and I put it in my tankdb.cs and put into a tank. (pretty much, make a tank but it will be a tree). This new tank, or tree, wont move, shoot or anything. Do I need to make the tree a brainjar? Such as, I use a puck as the tank and a tree as the brainjar? After this, I want to make it so it will explode (I know how to make it smoke and all that and have the actual explosion). I dont want the tree to just take off though and fly away. Is there a way to make the brainjar stay on the tank? (So it will look like the tree falls over?)

Thats all I need to know for now, if someone can please answer, it would be great.

Thanks,
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ultimatedood
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Re: Default proj and blowing up

Post by ultimatedood »

I don't know about your tree tank, but I've also encountered problems with vars in the mission file. Make sure the capitalization is correct, I'm not sure, maybe defaultProjectile, etc.
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