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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 07-20-2003, 02:37 PM   #1 (permalink)
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Default Parabomb Problem

I'm adding a Parabomb weapon into my mod, but I've come across a rather odd problem. Sometimes when the parabombs hit ground, they won't die but will just keep exploding. Here's the coding on them...

[BOMB]
UIName=Name:Bomb
Name=Parabomb
Image=PBOM
Category=Soldier
Primary=BombExplode
DeathWeapon=BombExplode
Strength=1000
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
Size=1
Crushable=yes
AttackFriendlies=yes
Trainable=no
LegalTarget=no ;To keep from being swatted by air defenses.

[BombExplode]
Damage=300
ROF=1
Range=20
Projectile=Invisible
Speed=0
Warhead=BOMBHE
Suicide=yes

[BOMBHE]
CellSpread=2
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100 %,100%,100%
AnimList=TWLT070
InfDeath=4
ProneDamage=100%
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Old 07-20-2003, 06:02 PM   #2 (permalink)
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Most likely your bomb-infantry's sequence doesn't include a Death-Entry...
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Old 07-20-2003, 06:52 PM   #3 (permalink)
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Yep...that was it. In fact I didn't make a Sequence at all...didn't think it'd need one, since all it does is paradrop and go boom. :lol:
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Old 07-20-2003, 11:14 PM   #4 (permalink)
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u can make this parabomb paradroped from any aircraft right? like disks possibly etc?
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Old 07-20-2003, 11:38 PM   #5 (permalink)
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Quote:
Originally Posted by Sydro
u can make this parabomb paradroped from any aircraft right? like disks possibly etc?
Well sure, but I'd do that as a map thing, might be good on lunar maps to have them dropped from UFOs. :lol: And whatever plane you choose will drop all Paradrops, including the infantry. Easiest way to do it I think is just add Image=Whatever to the PDPlane entry.
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Old 07-21-2003, 07:19 AM   #6 (permalink)
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it lacks the entry, "Explodes=yes".. that entry must be present on the in any unit that utilizes suicide as its main weapon..even the [IVAN] has "Explodes=yes" entry.. and for the weapon entry, the "Suicide=yes" entry must be present on the weapon to be used as a deathweapon..and the "Strength=" must be 100 and armor to be used is "None"..or it will take longer to explode..
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Old 07-21-2003, 10:17 AM   #7 (permalink)
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*takes notes*

Thanks a bunch, XCOMET!

EDIT: Ufortunately, now I've got another problem. I've been trying to make a Parabomb upgrade for the airfields, very simple in nature, no graphic changes or anything, but for some reason, I can't get the PBomb upgrade to deploy on the airfields. I've checked my TibSun INIs and I'm almost positive I have all the tags, but it still won't work. I'm betting the problem is in the art INI. But, I'll post the code here in case anyone has any thoughts. Basically, I want to put a 1x1 upgrade with no graphic on the airfield, which will look the same afterward as it did before.

;GEF Note that the american specific radar is at the end of the allied section
; airforce command
[GAAIRC]
UIName=Name:GAAIRC
Name=Allied Airforce Command Headquarters
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DB RIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7L G
MaxDebris=8
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Upgrades=1

[AMRADR]
UIName=Name:GAAIRC
Name=Allied American Airforce Command Headquarters
Image=GAAIRC;GAKRAD
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=ParaDropSpecial
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Upgrades=1

[PBOMUP]
UIName=Name:PBOMUP
;Image=GAKRAD_A
Prerequisite=BARRACKS,RADAR
TechLevel=10
Sight=1
Armor=steel
Cost=1500
Points=30
Power=-50
BuildCat=Combat
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
SuperWeapon=AmerParaDropSpecial
PowersUpBuilding=AMRADR,GAAIRC
ThreatPosed=0
PowersUpToLevel=-1
IsPlug=yes

[GAAIRC]
Remapable=yes
Cameo=HELIICON
Foundation=3x2
Height=7
Flat=yes ; while this is a valid BuilType flag, it does nothing.
Buildup=GAAIRCMK
BibShape=GAAIRCBB
ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
DockingOffset0=0,-128,0 ;-80,80,0
DockingOffset1=0,128,0 ;-80,-208,0
DockingOffset2=256,-128,0 ;208,80,0
DockingOffset3=256,128,0 ;208,-208,0
ActiveAnim=GAAIRC_A
ActiveAnimDamaged=GAAIRC_AD
ActiveAnimZAdjust=0
ActiveAnimYSort=362
ActiveAnimTwo=GAAIRC_B
ActiveAnimTwoDamaged=GAAIRC_BD
ActiveAnimTwoZAdjust=0
ActiveAnimTwoYSort=362
ActiveAnimThree=GAAIRC_C
ActiveAnimThreeDamaged=GAAIRC_CD
ActiveAnimThreeZAdjust=-80
ActiveAnimThreeYSort=543
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,-1
AddOccupy2=-1,0
AddOccupy3=-2,-1
AddOccupy4=-3,-2
RemoveOccupy1=1,0
RemoveOccupy2=2,0
RemoveOccupy3=1,1
RemoveOccupy4=2,2
DamageFireOffset0=-36,23
DamageFireOffset1=-21,6
PowerUp1LocX=0
PowerUp1LocY=0
PowerUp1LocZ=0
PowerUp1YSort=0
PowerUp1Anim=GAAIRC_A
PowerUp1AnimDamaged=GAAIRC_AD

[PBOMUP]
Remapable=no
Cameo=XXICON
Foundation=1x1
NewTheater=no
Surface=yes
[GAAIRCBB]
Layer=ground

I've tried moving all the codes and whatnot around and different values but I've had no luck. I could just look in MooMan's Rules for it, but that'd be kinda like cheating, I think. I prefer not to steal code.

EDIT2:I was right. I don't know what the PingPong=yes is supposed to do, bu it needs to be on all plugs. *shrug*
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Old 07-23-2003, 02:10 PM   #8 (permalink)
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you're welcome! i guess you don't need any addtional art stuff for Parabomb Upgrade..you could consider it unique for Soviets, since in Red Alert 1 they have it..even the all-time favorite Spy Plane that zooms across the map belongs to the Sovs too..the Allies has their own GPS Satellite and they can view the whole map from up here..
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