Dragon Tank Death Effects
by Chantillas
One of the cut "tidbits" out of the final release of Generals/ZH was
the Dragon Tank Exploding / Napalm Death Effects. Thankfully the code is
still in the existing ini's (In the ZH ini's anyways) and with a small
little few things you can re-enable them.
In the end this is what the New Tags will look like:
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 33
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_DragonDebris
FX = FINAL FX_GenericTankDeathExplosion
End
; Napalm spills out, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 34
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_DragonNapalmSpill
OCL = FINAL OCL_DragonDebris
FX = FINAL FX_DragonTankDeathExplosionFinal
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_12
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_DragonDebris
FX = FINAL FX_GenericTankDeathExplosionFinal
End
Now, if you find the Entry for the Dragon Tanks in your ini files you'll
find the above all commented out plus they are missing numbers on their
module tags.
Firstly, Remove all of the Comments (Hold off on the Probability Modifier
for a moment) so that it's now an active SlowDeathBehaviour Module. Secondly
add your numbers. You can c/p mine if you want but be warned. You must
manually then edit the tags after the SlowDeathBehaviour Modules. Module
Tags 12 & 13 are already in use and you must manually change them (if
you c/p the entries above) if you don't want to crash ZH.
Secondly, I suggest you use the ProbabilityModifier tags as otherwise
it will always (or 90% of the time) choose the Turret Fly off death behaviour.
Not that it's not cool, but the Napalm Spilling out and catching fire looks
quite cool.
Feel free to mess around with the OCL as you see fit
Lastly, for a small graphical effect you might want to remove the ;
in front of ReallyDamagedParticleSystem1 for some added graphical shizzy.
When the Dragon Tank's damage falls below half of it's health it'll start
to give off smoke which adds to it's napalmness.