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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. |
01-28-2003, 12:48 AM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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CSF editing and Kirov bomb
I have two problems:
1-I want to replace the cuban special unit with a new one. I already have the unit in rules.ini, and i replaced some strings in the ra2.csf file. The problem is: it still show the TERRORIST word in the loading screen, altought the description of the unit works well.
2-I want an aircraft who throws the Kirov bombs. I have modified the PrimaryWeapon to BlimpBomb, the Kirov weapon. But the bombs dont fall,
they go forward. That is not good because the bomb NEVER hit his targets.
Please, can someone help me with this?
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01-28-2003, 05:40 AM
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#2 (permalink)
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Guest
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2. Use Bomb weapon
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01-28-2003, 08:23 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Norway
Posts: 101
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1. heard about it before. the game usees the csf string of the nam of the special unit. so if you give your new unit the csf string to the terrorist and give the terroist a new one, it should work
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01-28-2003, 03:14 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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Stone: He's talking about the loading screen.
Jhonney Ray: 1. There are some strings in ra2.csf that modify the loadscreen words. THey are loadbrief: I think.
2. An airplane that throws bombs? Anyway, if you want to do that, you probably have level=yes or floater=yes on the projectile, that causes it to fly straight. Remove them. You can try Lobber=yes on the weapon, and/or arcing=true on the weapon (or the projetile, can't remember).
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01-28-2003, 04:27 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Norway
Posts: 101
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no, i mean the loading screen, because the game uses the string of terrorist if you are cuba, and demo truck if libya, ect. so you have to change the terrorist: UINAME=Name:Something and your new special unit to UINAME=NAME:[terrorist csf string] and then change the name of the terrorist string to be the name of your new unit.
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01-29-2003, 02:23 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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1-Thanks, Stone, it works
2-Hey,Xgamer, what is strange about a bomb-throwing plane? How were the aircrafts in WW2?I used the kirov bomb (BlimpBomb), without editing it, but the bomb goes straight instead of going down
Once again, sorry about my english, I'm from Argentina
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01-29-2003, 09:32 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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Lol, in WW2, all the bombers did was drop their bombs when it looked like it was gonna fall on their target. Stats show that 90% of the bombs missed!
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01-30-2003, 12:22 AM
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#8 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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Ok, however, I want a bomb-dropping plane, and the bomb doesnt work well. Maybe the problem is the DetonationAttitude=20000, when i remove it my plane exploded before dropping the bomb. Thats good for a kamikaze plane, but I want a bomb-dropping plane, yea, I want it!
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01-30-2003, 02:54 AM
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#9 (permalink)
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Junior Member
Join Date: Jan 2003
Location: Sweden
Posts: 11
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As i just wrote in another tag here...  It's the 'Vertical'-tag that makes the bomb drop horizontal. If you use the Vertical=yes in a projectile that is fired from a unit that uses the aircraft-locomotor it'll make the projectile move horizontal out of some wierd reason. Either use a hovering unit (like the blimp or the jumpjet) to fire the projectile or remove the 'Vertical'-tag.
I'll give an example:
[NapalmBomb]
Damage=75
Burst=5
ROF=20
Range=7
CellRangefinding=yes
Projectile=NapalmBombP
Speed=1
Warhead=NapalmWH
Report=KirovAttack
OmniFire=yes
[NapalmBombP]
Image=ZBOMB
Arm=2
Shadow=no
Acceleration=1
Proximity=yes
Ranged=yes
This is my napalmbomb that i use to drop out of an A-10 plane in my mod.  It works like a charm! Just give the NapalmBomb to the planes Primary weapon (Primary=NapalmBomb) and see for yourself.
B.T.W. have a lookout for my mod if you like, i'm about to release it soon.
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01-30-2003, 04:48 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Russia, Moscow (Really)
Posts: 108
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To make bombs miss their targets (explode near), just add FlakScatter=yes to the bomb projectile. If you'll do it, then make a warhead with CellSpread something like 1.5 or even 2!
Btw, dont make A10 Bombs CellRangeFinding. This gives them 100% accuracy.
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