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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. |
10-20-2004, 11:35 PM
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#21 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Brazil
Posts: 168
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Mr. shad0wshenlong. In order to properly behave in this forum, make sure of few things:
- Don't go offtopic. If the topic talks about harriers, don't interrupt it with something else that has nothing to do with it. If you wanna post something that has nothing to do with the available topics, create a new topic. Period.
- Read the description of all forums before and select the most appropriate forum to post your message. In your case, you've choosen the wrong one. You should have posted at Deezire Projects Discussion.
- Having a problem is certainly annoying and I'm sure that when a person have a problem, the person get ansious to have a solution for it. But no one's problem have a priority over others. Keep that in mind.
- There is no need to spam or destroy other topics in order to get people posting on your topic. People will (try to) help you, whether you spam other topics or not... but if you spam, people tends to get pissed off at you or not help you with the same good mood they would if you don't spam... this applies specially for the creator or those who were interested on the spammed/destroyed topic.
Other than that, welcome to Deezire forums and I hope someone bring this topic back ontopic.
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10-21-2004, 11:35 AM
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#22 (permalink)
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Super Moderator
Join Date: Dec 2002
Location: Purging your soul in the blue fires of hell.
Posts: 1,650
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shad0wshenlong if you wish to stay here I recommend you wait patiently for help, or search the forums.
now back on topic.
__________________
Oh god how did this get here? I am not good with computer.
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10-22-2004, 12:09 AM
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#23 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Uhh, what were we talking about again :tard:
Oh yeah, planes. I have a quesion. I have made a hovering plane that fires anti-air missiles and bombs. Trouble is, even if I make the range of the bombs 0 or 0.1 or 1, the plane never drops the bombs vertically. Instead, it lobs them slightly ahead of it. It misses it's target a lot, you have to position it carefully to get it to actually hit the target. Basically, this unit is supposed to drop bombs like the Orca Bomber (although you directly control it - it doesn't circle around the target to make several attack sweeps).
I will post some code once I find it...
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10-22-2004, 08:49 AM
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#24 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Range of 1 and a pretty high ROF.
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10-22-2004, 10:38 PM
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#25 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Ren, I tried range of 1 and it's still pretty buggy... and why would adjusting the ROF make it any more accurate?
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10-23-2004, 07:55 AM
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#26 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Oops, missed that part...post your Weapon, Warhead & Projectile, please.
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10-23-2004, 09:39 PM
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#27 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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OK. The unit is called the "Nemesis" BTW. I think I may be using a bad projectile... but the TS Orca Bomber used the same projectile I think...
Weapon:
Code:
;Nemesis Bomb
[Bomb]
Damage=38 ;40 ;35 ;100 ;150
AmbientDamage=8 ;7
ROF=750 ;770 ;750 ;800 ;850 ;10 ; was 1
Range=1.5
Projectile=Cannon2
Speed=0
Warhead=ORCAHE
Floater=yes
Report=NemesisAttack
OmniFire=yes
Burst=2
;Range=1.5
;CellRangefinding=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Warhead:
Code:
;Nemesis warhead
; Orca bomber HE bomb
[ORCAHE]
Wall=yes
Sparky=no
Wood=yes
Bright=yes
Fire=yes
;Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Verses=210%,180%,160%,200%,170%,150%,90%,75%,60%,100%,100%
;Verses=200%,90%,75%,32%,100% ; changed conc from 10%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=EXPLOMED,EXPLOLRG
Deform=8%
DeformThreshhold=160
Tiberium=yes
ProneDamage=150%
CellSpread=3 ;3.4
Projectile:
Code:
;Nemesis projectile
; orca bomber bomblets
[Cannon2]
Image=120MM
AA=no
;Vertical=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
And, just in case, this is the actual unit:
Code:
;Allied Nemesis Fighter-Bomber
[NEMESIS]
UIName=Name:NEMESIS
Name=Nemesis Fighter-Bomber
Prerequisite=RADAR,CALAB,GATECH,CAUSFGL
Primary=Bomb
Secondary=RedEye3 ;FlakTrackAAGunE ;Couldn't get this to work
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=745 ;735 ;725 ;650
Category=AirPower
Armor=light ;medium
TechLevel=8
Sight=5 ;4
RadarInvisible=no
Landable=no ;yes
MoveToShroud=yes ;no
;Dock=GAAIRC,AMRADR
;PipScale=Ammo
Speed=15
PitchAngle=0
JumpjetSpeed=25 ;20 ;15 ;5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=12 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=30 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=12
JumpjetHeight=750
;JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
;RequiredHouses=Alliance ;Americans,British
Cost=2000
Soylent=500
Points=50
ROT=3
;Ammo=2
Crewed=no
ConsideredAircraft=yes
;AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=0 ;30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=NemesisSelect
VoiceMove=NemesisMove
VoiceAttack=NemesisAttackCommand
VoiceCrashing=NemesisVoiceDie
CreateSound=NemesisCreated
DieSound=
MoveSound=NemesisMoveLoop
AmbientSound=NemesisMoveLoop ;so it still makes a sound even when stopped in mid-air
CrashingSound=BlackEagleDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
BalloonHover=yes ; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
SpeedType=Hover
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=NemesisTakeOff ;Taking off
;AuxSound2=NemesisLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF,SELF_HEAL,RADAR_INVISIBLE
;Fighter=yes
JumpJet=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=BombE
;EliteSecondary=RedEye3 ;FlakTrackAAGunE ;Couldn't get this to work
PreventAttackMove=yes
AIBuildThis=yes
TooBigToFitUnderBridge=true
BuildTimeMultiplier=1.15
SelfHealing=yes
Bunkerable=no
Size=31
Enjoy!
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10-24-2004, 02:09 AM
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#28 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Code:
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
doesn't go on weapons, just projectiles.
Why don't you just try different ROF and Range values to see what works?
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10-24-2004, 02:57 AM
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#29 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,062
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Orca Bomber was an AircraftType, this "Nemesis" is obviously a jumpjet (anti-air missiles, anyone?) You should have used Kirov's weapon coding.
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10-24-2004, 08:15 AM
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#30 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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He actually said it was a jumpjet
Anyway, Floater=yes might cause the problem, Speed=0 doesn't sound like a good idea either, and, as I said, a ROF of 750 is far too high. Using that number, he will only drop one bomb every 50 seconds! (i.e. no matter how slow you make it, it will only drop one single bomb, not do a bombing run [or two, due to your burst - but the weapon will only fire once]).
The Deform-stuff doesn't work AFAIK, therefore it's useless and dangerous. Fire and Sparkling are similar.
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