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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 08-20-2003, 02:28 PM   #1 (permalink)
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Default Ion Cannon (the real thing)

Lately, I've been doing a lot of research on superweapons. I've been making succesful multi-missiles, finding new actions and types, and basically modding my ass to pieces. But I have a question(and unlike n00bs i have searched these forums already). We all know(well, a lot of us know) that the ion cannon can be activated in maps as a trigger of some sort. This provides evidence that the ion cannon coding and use-ability(made-up word) still exists(and in the a/v section of rules.ini, 'ionbeam=ionbeam' and 'ionblast=ring1'.) People have been trying to find what the Westwood Coders changed the type name of the Ion Cannon to, so we could use it as a superweapon, just like in TS.

Now, to everyone, I ask:

Does anyone know the 'type=' name of the ion cannon in RA2 or YR?

Thanks everyone.
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Old 08-20-2003, 02:45 PM   #2 (permalink)
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No, but ill look for you.
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Old 08-20-2003, 04:13 PM   #3 (permalink)
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-sighs- The Ion Cannon action type has been disabled in RA2. You can get one to fire with map triggers but the actual Type= DOES NOT WORK.
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Old 08-20-2003, 09:24 PM   #4 (permalink)
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You sure about that? Dammit.
My researching proved kind of useless, then.

Thanks for the help, though. Guess I'll have to figure out a different way to do it then, but I want to keep the psychic dominator(Only SW effect with a REAL shockwave).

But maybe there is a way to trigger the ion cannon through an sw in a different way. But it seems unlikely from what I know and from what I've heard.
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Old 08-21-2003, 03:16 AM   #5 (permalink)
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ahh ! How about using Ion Cannon everywhere, in single or multiplayer maps ? Well, thats my trick. That tricky Ion Cannon was introduced at my thread "My Research on Super Weapons" in this forum. Also a very beta version of Ion Cannon is avaiable there.

My Ion Cannon is going to be avaiable as final version soon, as i'm starting its upgrade from today. The feture of this Ion Cannon is :
1) u should have to place a tergeter (like generals), which is really a structure, to fire the Ion Cannon (beacon type). price $0
2) Charging icon, timer
3) Use Ion Cannon Uplink to charge Ion Cannon.

Anyway, nick, How u made multimissile ? can u explain here or in a PM/email ?
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Old 08-21-2003, 09:50 PM   #6 (permalink)
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MultiMissile can be done just like in TS. In fact, you can change the Nuke Superweapon section so that the weapon is not NukeLauncher, but instead MultiLauncher (i think that's the name).

Then with a few modifications (to undo the programmers modifications), it works just like the MultiMissile in TS.
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Old 08-22-2003, 06:20 AM   #7 (permalink)
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Quote:
Originally Posted by Xgamer
MultiMissile can be done just like in TS. In fact, you can change the Nuke Superweapon section so that the weapon is not NukeLauncher, but instead MultiLauncher (i think that's the name).

Then with a few modifications (to undo the programmers modifications), it works just like the MultiMissile in TS.
sounds intresting , i think ill have a look into it.
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Old 08-26-2003, 09:37 PM   #8 (permalink)
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Yes, you are right. Using code for the [MultiLauncher] weapon and its cluster, [MultiCluster] (along with projectiles, as warhead is HE for both), you can change the nuke's weapontype to multilauncher, and change the flags nukewarhead= and such appropriately. However, you have to make a dummy infantry(preferably unbuildable!!) with the weapon [MultiCluster](or whatever the airburstweapon= is).

You can have as many multi-missiles as you want as long as the airburst cluster weapons are owned by infantry. You can also use the DZ tutorial on multimissiles to make a working one a little faster(WEEDGUY in RA2 has the V3Cluster weapon). I use the multimissile effect in my mod for the acid rain generator unit, he shoots an invisible proj with speed=100 that airbursts into a cloud and acid rain "missiles" pour down.
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