Bigger Nuke Mod.

PolleXD

Chieftain
Joined
Apr 13, 2015
Messages
7
So As You Can See I'm Making Mod Which Brings Bigger Nuke To Game. But I Have A Few Problems
1. I Have No Idea How To Make Bigger Nuke.
2. My English Is Pretty Bad.
3. There Are No Tutorials About Making Bigger Nuke.
So, I Need Help.
Can Anybody Help Me?
 
Where it now is (here), not in the sub-forum you first posted in
 
-- BigBoom
-- Author: PolleXD
-- DateCreated: 4/8/2015 6:29:22 PM
-- Copyright 2015 PolleXD --
--------------------------------------------------------------
print("Eetu> Ladattu")

function NytPosahtaa(pommi)
-- Laske kaikki ruudut, joihin poksahdus vaikuttaa ja kutsu
-- <RuudussaPoksahti> jokaiselle vaikutusalueen ruudulle
print ("Eetu> Nyt Poksahti")
local paikka = pommi:GetPlot()
if (paikka ~= nil) then
print("Eetu> POKS...")
paikka:NukeExplosion(5, pommi)
print("Eetu> POKS tehty")
else
print("Eetu> Ei paikkaa")
end

print("Eetu> Poksahdus loppu")
end

function Posahtaako(playerID, unitID, x, y)
-- Testataan, onko taistelu annihilaattorin tekema
local player = Players[playerID]
local unit = player:GetUnitByID(unitID)
if (unit ~= nil) then
print("Eetu> Unit liikkuu "..unit:GetUnitType())
print("Eetu> Uusi x="..unit:GetX())
print("Eetu> Uusi y="..unit:GetY())
end

print("Eetu> Liike loppu")
end

GameEvents.UnitSetXY.Add(Posahtaako)

function TaisteluLoppu(attackingPlayer, attackingUnit, attackingUnitDamage, attackingUnitFinalDamage, attackingUnitMaxHitPoints, defendingPlayer, defendingUnit, defendingUnitDamage, defendingUnitFinalDamage, defendingUnitMaxHitPoints)
print("Eetu> TaisteluLoppu")
return true
end

function TaisteluMenee(attackingPlayer, attackingUnit, attackingUnitDamage, attackingUnitFinalDamage, attackingUnitMaxHitPoints, defendingPlayer, defendingUnit, defendingUnitDamage, defendingUnitFinalDamage, defendingUnitMaxHitPoints)
print("Eetu> TaisteluMenee: unit="..attackingUnit)
-- Testataan, onko taistelu annihilaattorin tekema
local player = Players[attackingPlayer]
if (player ~= nil) then
print("Eetu> TaisteluMenee player loyty")
local unit = player:GetUnitByID(attackingUnit)
if (unit ~= nil) then
print("Eetu> TaisteluMenee unit loyty Type="..unit:GetUnitType())
print("Eetu> Verrataan Tyyppin="..GameInfoTypes["UNIT_ANTIMATTER_ANNIHILATION_BOMB"])
if (unit:GetUnitType() == GameInfoTypes["UNIT_ANTIMATTER_ANNIHILATION_BOMB"]) then
print("Eetu> TaisteluMenee rajahdus")
NytPosahtaa(unit)
end
else
print("Eetu> TaisteluMenee unit ei ollu pelaajalla - joo")
end
end

return true
end

Events.RunCombatSim.Add(TaisteluMenee)
Events.EndCombatSim.Add(TaisteluLoppu)

I Made This. But It Isn't Working... What's Wrong?
 
<GameData>

<Units>
<Row>
<Class>UNITCLASS_ATOMIC_BOMB</Class>
<Type>UNIT_ANTIMATTER_ANNIHILATION_BOMB</Type>
<Cost>550</Cost>
<Moves>2</Moves>
<Range>12</Range>
<CombatClass>UNITCOMBAT_MELEE</CombatClass>
<Domain>DOMAIN_AIR</Domain>
<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
<Description>TXT_KEY_UNIT_ANTIMATTER_ANNIHILATION_BOMB</Description>
<Civilopedia>TXT_KEY_CIV5_ANTIQUITY_ATOMIC_BOMB_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_ATOMIC_BOMB_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_ANTIMATTER_ANNIHILATION_BOMB</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>false</Pillage>
<ObsoleteTech>TECH_FUTURE_TECH</ObsoleteTech>
<GoodyHutUpgradeUnitClass>UNITCLASS_NUCLEAR_MISSILE</GoodyHutUpgradeUnitClass>
<AdvancedStartCost>55</AdvancedStartCost>
<XPValueAttack>0</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<Conscription>1</Conscription>
<UnitArtInfo>ART_DEF_UNIT_ATOMIC_BOMB</UnitArtInfo>
<UnitFlagIconOffset>71</UnitFlagIconOffset>
<IconAtlas>UNIT_ATLAS_2</IconAtlas>
<PortraitIndex>24</PortraitIndex>
<PrereqTech>TECH_NUCLEAR_FISSION</PrereqTech>
<Immobile>1</Immobile>
<Suicide>1</Suicide>
<NukeDamageLevel>1</NukeDamageLevel>
<MinAreaSize>-1</MinAreaSize>
<IgnoreBuildingDefense>1</IgnoreBuildingDefense>
<BaseSightRange>2</BaseSightRange>
<Special>SPECIALUNIT_FIGHTER</Special>
<Mechanized>1</Mechanized>
</Row>
</Units>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<PromotionType>PROMOTION_EVASION_I</PromotionType>
</Row>
</Unit_FreePromotions>
<Unit_AITypes>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<UnitAIType>UNITAI_DEFENSE</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_ClassUpgrades>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<UnitClassType>UNITCLASS_SS_ENGINE</UnitClassType>
</Row>
</Unit_ClassUpgrades>
<Unit_Flavors>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<FlavorType>FLAVOR_RECON</FlavorType>
<Flavor>1</Flavor>
</Row>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>2</Flavor>
</Row>
<Row>
<UnitType>UNIT_ANTIMATTER_ANNIHILATION_BOMB</UnitType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>2</Flavor>
</Row>
</Unit_Flavors>
</GameData>

And This Is The Unit.
 
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