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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 04-17-2003, 07:07 PM   #1 (permalink)
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Default Electric Fence Logic

I got a testla type fence to work but it has a flaw :cry: . It works with a railguntype prism support logic. The problem is that the bolt is too high when it it going between the two generators and if a unit goes through nothing happens to it but if you put a building in between the bolt the building imidiatly gets destroyed :lol: . Is it possible to lower it so it does damage to tanks and infantry.
I could give you the Rules if you want it.

P.S. The Tesla coil is the generator.
Thanks Any help would be appreciated.
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Old 04-17-2003, 07:19 PM   #2 (permalink)
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Sounds like a good concept , I wish I could help.
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Old 04-17-2003, 07:32 PM   #3 (permalink)
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Here are the rules:
[TESLA2]
UIName=Name:TESLA
Name=Soviet Tesla Coil
Image=NATSLA ; for testing
BuildCat=Combat
Prerequisite=POWER ; fOR TESTING
Strength=600 ; testing
Armor=steel
TechLevel=5
Adjacent=6 ; testing
Sight=8
Owner=Russians,Confederation,Africans,Arabs
AIBasePlanningSide=1
Cost=1 ;FOR TESTING
Points=30
Power=0 ;for testing
Crewed=no
Capturable=false
TypeImmune=yes ; no damage to eachother
Overpowerable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
Primary=CoilBolt2
Secondary=OPCoilBolt2
Turret=no
TurretAnimZAdjust=-50
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbr is4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
ImmuneToPsionics=no
AttackFriendlies=yes ; duh
AntiInfantryValue=25
AntiArmorValue=10 ; no so good on tanks
AntiAirValue=0 ; duh

[CoilBolt2]
Damage=0
AmbientDamage=60000
ROF=2
Range=6
Speed=100
Warhead=ElectricAssault2
Projectile=Invisible
IsElectricBolt=true
IsRailgun=true
AttachedParticleSystem=LargeRailgunSys2

[OPCoilBolt2]
Damage=0
AmbientDamage=20000
ROF=5
Range=7
Speed=100
Warhead=ElectricAssault2
Projectile=Invisible
IsElectricBolt=true
IsRailgun=true
AttachedParticleSystem=LargeRailgunSys2

[ElectricAssault2]
ElectricAssault=yes
Verses=2%,1%,1%,1%,1%,1%,5%,5%,5%,1%,1%
InfDeath=5

[LargeRailgunSys2]
HoldsWhat=SmallRailgunPart2
BehavesLike=Railgun
SpiralRadius=10
ParticlesPerCoord=.01
SpiralDeltaPerCoord=.005
MovementPerturbationCoefficient=.05
PositionPerturbationCoefficient=5
VelocityPerturbationCoefficient=.1 ;Stops LAG {I think}
Laser=yes
LaserColor=200,0,0

[SmallRailgunPart2]
BehavesLike=Railgun
MaxEC=1
ColorList=(200,200,200),(150,150,150)
ColorSpeed=.03
Velocity=.4
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Old 04-17-2003, 07:37 PM   #4 (permalink)
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If i get it to work could some one make a structure for it and can some one make a cameo, i think this logic could also be used for a prism type fence but im not sure. Your free to use it.
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Old 04-18-2003, 02:45 AM   #5 (permalink)
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use PrismSupportHeight (or something like that) in the generals section.
Also, you must correspondently set the firing coordinate point of the tower
to the same height.
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Old 04-18-2003, 09:20 AM   #6 (permalink)
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I'll try that, but won't the prism tower look funny then? :/
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Old 04-18-2003, 09:52 AM   #7 (permalink)
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Sure, but its the only way.
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Old 04-18-2003, 10:07 AM   #8 (permalink)
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What do you mean by the firing path, you mean I should edit the ART.INN set it the same as the Prism Support hieght?
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Old 04-18-2003, 12:46 PM   #9 (permalink)
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Hmm, wouldn't using laser fence post logic make more sense? Is there any way changing its height?

Have you tried every building? I mean like different height buildings. The pill box is a lot lower to the ground than a psychic sensor. If it even hits the low pill box and not any units (which are set to height=0 on default) then perhaps the warhead is only set to harm buildings.

Lol, I just checked your code. It does appear to be the warhead, simply make all of the versus= values above 2% like the buildings!

That's also a very original concept seems people are straining for them thesedays!
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Old 04-18-2003, 01:09 PM   #10 (permalink)
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I tried it with a pill box and changed around the warheads
The thing went loco. It started attacking anything that got next to it.
I put all of the warheads to 60%. It's a crazy unstable building :lol:
Is this because I put that it attacks its own units. That is why all the warheads were 2 or 1
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