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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » How to code plane that verticly drops 1 bomb on target?

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 07-04-2003, 03:35 PM   #11 (permalink)
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Fighter=yes will stop it from being orca-style.
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Old 07-05-2003, 05:23 AM   #12 (permalink)
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Quote:
Originally Posted by Tratos
Fighter=yes will stop it from being orca-style.
Unfortunately, no.

I tried giving the Harrier the Hornet's weapon and then it worked allright. Then I gave it a higher ROF and burst=4 and it still worked. Then I increased the range (because it should start to shoot well in advance) and it went back to Orca-style shooting. :wtf: So what's going on here?
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Old 07-05-2003, 10:18 AM   #13 (permalink)
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Quote:
FlyBy=true ;GEF Don't slow down over your target
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Old 07-05-2003, 10:54 AM   #14 (permalink)
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you know..just refer to the Kirov's weapon..the [ZEP]'s Blimpbomb weapon is a VOXEL graphic.. it is not coded to be a heatseeker projectile..like you see on the Patriot and other heatseeker projectile-based weapons.. and if you further analyze the projectile entry on that Kirov's primary weapon..you might notice that it is not that hard to copy concepts from the code that is already existing..just be creative enough..
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Old 07-05-2003, 12:28 PM   #15 (permalink)
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Quote:
Originally Posted by ImmoMan
Quote:
Originally Posted by Tratos
Fighter=yes will stop it from being orca-style.
Unfortunately, no.
Yes it does, but different weapons will over-ride it because they require the plane to move in other ways, try it yourself, remove the fighter=yes line from the harrier and watch as it turns into an orca.
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Old 07-07-2003, 01:16 AM   #16 (permalink)
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Ok, thanks a lot guys! I'll try giving it a low range and keeping out the vertical=yes As you've probably noticed, i don't come around here too often so i hope none of u are annoyed it took so long for me to get back to ya.

heh i have been wondering what fighter=yes did for a couple months now but i was too lazy to remove it from one of the planes and see what they did different :lol: Unlike most codes, they don't you what that one's for at the top of the rulesmd. Same with 'dontscore' but i figured that one out on my own a little while ago. It's what stops enemy units from getting promoted from destroying units with the dontscore=yes coding. The name finally makes sense now lol. Units like slaves have it and missiles but i sure most of u already know this
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Old 07-07-2003, 03:07 AM   #17 (permalink)
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Quote:
Originally Posted by xcomet
you know..just refer to the Kirov's weapon..the [ZEP]'s Blimpbomb weapon is a VOXEL graphic.. it is not coded to be a heatseeker projectile..like you see on the Patriot and other heatseeker projectile-based weapons.. and if you further analyze the projectile entry on that Kirov's primary weapon..you might notice that it is not that hard to copy concepts from the code that is already existing..just be creative enough..
Voxels can be fine projectiles. Especially since as voxels they can appear to rotate through 3 dimensions. Also it can be easier than a SHP because you don't need multiple images to simulate rotation. Besides, SHPs don't simulate changing pitch angles in flight while voxels do.
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Old 07-07-2003, 07:43 AM   #18 (permalink)
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Try just using the good old [Bomb] which was left untouched from TS. All you need is to modify the warhead and ART of projectile. (dropping 120MM looks shitty)
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Old 07-07-2003, 10:31 AM   #19 (permalink)
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Yep, I'm using [Bomb] as well for my Bomber...works fine...
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Old 07-07-2003, 03:41 PM   #20 (permalink)
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I m afraid that dontscore is, as it says, for SCORING purposes, so , it doesnt change anything else inside the game...
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