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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. |
07-14-2003, 09:31 PM
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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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Anti-Paratrooper Defenses
To make Flak Cannons and Patriots fire at Paratroopers, do I need to alter the warhead or the projectile? It seems to be linked to the projectile.
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07-15-2003, 03:14 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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Normally the warhead decides whether or not infantries are targeted...though Paratroopers seem to be a special case, since the AA-Defenses do shoot Rocketeers...
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07-15-2003, 03:22 AM
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#3 (permalink)
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Member
Join Date: Jul 2003
Posts: 31
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Edit the warhead too.
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07-15-2003, 04:33 AM
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#4 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Make paraplanes low on the treadscan, I guess then they will target paratroopers
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07-15-2003, 08:58 AM
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#5 (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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indeed..it is in the projectile of the weapon that you can make any Anti-Air defense structure fire at Paratroopers..many have done this..in RA1 Rocket Soldiers can fire at Paratroopers but inflict little damage..
just find the projectile entry of the weapon and it has entries like:
AG= yes ; default is no; setting this to "yes" on the entry of the AA weapon projectile entry makes it fire at Paratroopers..but they easily get killed on Flak-based weapons compared to Missile based ones..case-to-case basis..
AA=yes ; default setting..don't mess with it
since the weapon is Anti-Air..get it?
SubjectToBlahBlah= ;dnt alter unless you know how it works..specifically, it is intended on some projectiles in the game..not on Anti-Air weaponry..case to case basis..
just a friendly advice..if you are not sure of you are altering, copy/pasting etc..ask first before Internal Error greets you with a nasty dialog box..
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07-15-2003, 12:48 PM
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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 xcomet
just a friendly advice..if you are not sure of you are altering, copy/pasting etc..ask first before Internal Error greets you with a nasty dialog box..
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Aye, learned that the hard way after having to redo my INIs because all the superweapons were out of whack. Thought before I messed up the air defenses somehow, I'd get a bit of advice. lol
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07-15-2003, 02:11 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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Warheads and projectiles do not need to be adjusted at all.
Its actually the building.
In [NAFLAK] and [NASAM], they have NavalTargeting= and LandTargeting=. Most important is LandTargeting=1. Contrary to what the comments say, 1 means "NOT okay." That means that the building will not fire at land units even if its projectile says it can. Setting this to 0 will allow them to shoot at paratroopers.
However, there is a catch (which is probably the reason why WW implemented LandTargeting and NavalTargeting): When enemy ground units shoot at the building, the building may retaliate and shoot back (just once)!
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07-15-2003, 05:34 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Actually xcomet is correct, change the projectile so AG=yes.
Leave the building's LandTargeting= alone. This combination of projectile and building targeting will mean that the building will able to shoot at ground units - but only when they are not on the ground. Hence paratroopers are shot until they land. And ground units which attack the buildings are never fired upon. This is the desired result overall.
I will point out that there is quite a bit of projectile and warhead sharing going on between flak cannons, flak troopers, and flak tracks. And flak troopers and flak tracks need their AA projectile to be AG=no so as to prevent weapon use confusion. So before modding the flak cannon's projectile, I would suggest that the weapons used by these units be altered so as to use unique projectiles and warheads. Then everything can be modded individually without creating problems elsewhere.
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07-16-2003, 10:38 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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cooool...thanks for the hint... 
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