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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. |
07-12-2003, 12:13 AM
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#1 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Indianapolis, Indiana, United States
Posts: 110
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Ion Cannon Insta-Fire
Lately, I've been working on getting the basics of the Pyschic Gas logic down (props to the Deezire team, I wouldn't have thought of it) and have been expermienting with Pyscho's Ion Cannon, which runs off a beacon. My problem is that when I build the beacon, the cannon fires instantly, without a countdown. Does anyone have any advice on this?
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07-12-2003, 02:45 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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I had the same problem when I took away the pre-existing Sonar Pulse...
See, normally it was like this: You built the Shipyard, got the Sonar Pulse Superweapon, and then built the beacon; now when I took away the ShipYard's SW, the Sonar Pulse went off as soon as I built the beacon – I simply put the SW back, and now everything works fine again...
Perhaps we should ask Psycho, since he's the master of this logic... 
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07-12-2003, 03:08 AM
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#3 (permalink)
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Member
Join Date: Jul 2003
Posts: 31
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I had a similar problem, it was the SW would go wrong and launch along with the beacon...
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07-12-2003, 08:14 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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Hmm ..... people have much complain with my old Ion Cannon . Wait for 1 or 2 weeks. I'll post the Real ion Cannon code here. It'll have less bug.
anyway, to avoid bug, try to give a structure (eg. your own IonCannon uplink) superweapon=IonStrikeSpecial and give prerequisite=(IonCannon uplink) to the beacon. Now when u build uplink u'll get Ion Cannon charging. Then when its fully charged place the beacon and fire IonCannon (before firing wait untill the beacon cloaks). CAUTION : dont place the beacon inside any building (its possible !), or the game will crash.
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07-12-2003, 08:40 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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psycho's old ion cannon worked very fine with me..but the problem was that the game gives internal error when its sold/destroyed..possibly becuse it was placed inside a building 
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07-12-2003, 09:46 AM
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#6 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Indianapolis, Indiana, United States
Posts: 110
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Quote:
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Originally Posted by Psycho
Hmm ..... people have much complain with my old Ion Cannon  . Wait for 1 or 2 weeks. I'll post the Real ion Cannon code here. It'll have less bug.
anyway, to avoid bug, try to give a structure (eg. your own IonCannon uplink) superweapon=IonStrikeSpecial and give prerequisite=(IonCannon uplink) to the beacon. Now when u build uplink u'll get Ion Cannon charging. Then when its fully charged place the beacon and fire IonCannon (before firing wait untill the beacon cloaks). CAUTION : dont place the beacon inside any building (its possible !), or the game will crash.[/color]
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I hate waiting.  Anyway, the main reason I really want to know, is that now I have the Ion Cannon firing, I think it's really cool. Now, I just need to get it to fire at the right time, and it'll be set. Bug free and happy. So, I'm not really complaining. Is it it the TibSun cannon? Not really, but I think I it works quite well. I wonder if I can increase the speed of the particle spread without making them unable to destroy as much of the base...
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07-12-2003, 09:51 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: in an aircraft carrier in the Asia and the Pacific waters
Posts: 638
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it is through the TLB file that you can re-enable the TS's Real Ion Cannon..it was disabled in the sense that is..it changed coding..it has a different name now..that's why IonCannon SW is disabled..but many SW experts modified certain existing SWs to implement the animation..the firing sequence of the Ion Cannon..
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07-12-2003, 10:26 AM
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#8 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Indianapolis, Indiana, United States
Posts: 110
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Quote:
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Originally Posted by xcomet
it is through the TLB file that you can re-enable the TS's Real Ion Cannon..it was disabled in the sense that is..it changed coding..it has a different name now..that's why IonCannon SW is disabled..but many SW experts modified certain existing SWs to implement the animation..the firing sequence of the Ion Cannon..
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I tried mutating the Pyschic Dominator into an Ion Cannon. I was never completely pleased with the results. In the end, it seemed to have corrupted my INIs and I had to recode a lot of the MOD. Oh well.
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07-13-2003, 05:06 AM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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My latest developped Ion cannon has just the TS firing sequence, that means its almost like TS Ion Cannon.
To seafox : Particles will b removed in the latest version, instead of it the Ion Cannon will do area damage like weapons and the Ion Cannon will b fired instantly. And my ion Cannon is not hard coded, its all done with art and rules code. Wait untill i complete my guide to do new SWs to learn completely abt it.
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07-14-2003, 09:29 AM
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#10 (permalink)
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Junior Member
Join Date: Jul 2003
Location: GDI Force 160 Base of operations, Singapore
Posts: 12
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I'm another guy waiting as well 
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