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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 07-09-2003, 07:46 PM   #31 (permalink)
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i dont think so..since the Action= and Type= tags define the manner of the plane..im not very good in superweapons :s
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Old 07-09-2003, 08:40 PM   #32 (permalink)
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Quote:
Originally Posted by xcomet
originally..Boris Airstrike weapon was a Superweapon..it has a string name "Name:Bombing" in the ra2md.csf file..but they wanted Boris to be so unique..so they gave the Airstrike weapon to Boris..
Which is why action=airstrike is valid.

Deezel, the type controls the manner of the superweapon, the action only controls what the cursor is that is used for it.

The type=spyplane, calls a plane in to fly across the target and reveal the shroud, the 'weapon' it fires is actually hardcoded and even if you change the planes primary it will still only reveal the shroud as it never actually shoots anything. The best you can do is give it a trailer that does damage to anything it flies over.
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Old 07-10-2003, 12:33 PM   #33 (permalink)
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ahh i get it, i should test that :devil: :evil:
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Old 07-10-2003, 12:42 PM   #34 (permalink)
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grr stupid parabombs wont work
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Old 07-11-2003, 12:50 PM   #35 (permalink)
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this question is for the Superweapon Specialist:

how to change the genetic mutator to Ion Cannon
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Old 07-11-2003, 01:11 PM   #36 (permalink)
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you know..i know that Ion Cannon is possible in YR through the Dominator..ask Psycho..he's gone through creation of superweapons you never thought possible..

Deezire made Parabombs in RA2 possible with clever manipulation of coding..play his mod and you'll see..
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Old 07-11-2003, 01:30 PM   #37 (permalink)
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well i followed his instructions step by step and now my paradrops are screwed up... :S i reviewed it alot, maybe i should have another look at it :/
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Old 07-11-2003, 01:41 PM   #38 (permalink)
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i like the psychic Dominator

i dont like the Genetic Mutator
hmm maybe FS-21 can help
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Old 07-12-2003, 12:12 PM   #39 (permalink)
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Converting Genetic Mutator to Ion Cannon Finished!

Next Question:

how to make an attack dog when it jumps into an infantry it can mind control
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Old 07-12-2003, 12:17 PM   #40 (permalink)
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can anyone test this code

; Attack dog
[DOGGY]
UIName=NameOG
Name=DOG
NotHuman=yes
Category=Soldier
Primary=PsyTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=Barracks
LeadershipRating=7
CrushSound=InfantrySquish
Strength=100
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Americans,Alliance,British,French,Germans,Ru ssians,Confederation,Africans,Arabs
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=ChaosDroneSelect
VoiceAttack=ChaosDroneAttackCommand
VoiceMove=ChaosDroneMove
VoiceFeedback=
VoiceSpecialAttack=ChaosDroneMove
DieSound=ChaosDroneDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=20 ; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FAST ER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes

; Psychic Teeth
[PsyTeeth]
Range=1.5
CellRangefinding=yes
Projectile=DOGGYJump
Speed=30
Warhead=PsyDogController
LimboLaunch=yes
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress
Damage=1;Number of mind control links
ROF=200

[PsyDogController]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
MindControl=yes
AnimList=YURICNTL
Parasite=yes
Rocker=yes

[DOGGYJump]
Image=ADOGP
AA=no
Arm=2
ROT=8
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

pls give me a screenshot of this dog when its attacks
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