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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. |
09-12-2003, 03:09 PM
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#1 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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Rocking warheads
I'm having a problem with one of my warheads. It supposed to use some sort of rocking logic, but I'm getting unfavorable results with the "DirectRocker=yes" tag (i.e. Tank always flips over when targeted even if the shell detonates seven cells away or so, doesn't effect multiple units when targeting one unit). I attempted to use "Rocker=yes" logic, but it didn't get the desired affect either. I'll post the rules below:
;Meklar Cannon, 150mm
[MeklarC]
Damage=5000
ROF=300
Range=23
Projectile=CannonJetAssisted
Speed=40
Warhead=Seis
Report=GrandCannonAttack
Anim=EXPLOMED
Bright=yes
Burst=1
MinimumRange=7
Lobber=yes
; UCCR seismic warhead, can easily flip over tanks and vehicles
[Seis]
CellSpread=1.0
PercentAtMax=.5
Wall=yes
Wood=yes
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%, 100%
Verses=1%,1%,1%,3%,3%,3%,1%,1%,1%,5%,5%
Conventional=yes
InfDeath=3
AnimList=EXPLOLRG
ProneDamage=10%
;Rocker=yes
ShakeXlo=2
ShakeXhi=2
ShakeYlo=10
ShakeYhi=10
DirectRocker=yes
Any solutions?
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09-12-2003, 03:23 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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lol, it seems like a HUGE damage... try lowering it a bit, i mean, under 500... or reduce the cellspread of the warhead...
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09-12-2003, 03:40 PM
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#3 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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It is a massive amount of damage, remnant of my failure with playing around with "Rocker=yes" logic, trying to see if more damage would tilt units more. However, combined with the low ROF and the horribly low verses, it is near useless against infantry (5000 * 0.01 verses (that would be 50 damage there when not prone) * 0.1 prone damage = 5 damage verses infantry when prone). The only thing that keeps it from being completely worthless against buildings is the cell spread. It can damage buildings with large foundations, but cannot harm base defenses without sufficient numbers. It can only kill vehicles in one shot, and can't effect multiple units due to the "DirectRocker=yes" tag.
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09-12-2003, 11:27 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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The amount of rocking that happens depends on the actual amount of damage that was actually inflicted to the unit. Your warheads are set at 1% to 3% meaning that only 50 to 150 damage is applied. Set them back at 100% or so and greatly reduce the damage= value.
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09-13-2003, 05:19 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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In addition, the instant flip-over is actually what DirectRocker is supposed to do...that's what it's used for! Rocker is the tag you should use, while changing your rules like Xgamer suggested.
And never forget one thing: More damage = more rocking. I.e. if the targeted tank doesn't rock hard, you just didn't hit hard - that doesn't mean the system doesn't work.
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09-13-2003, 12:02 PM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
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And there's something in the General section about how much the directrocker does. I think.
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09-13-2003, 03:07 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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There is, the "DirectRockingCoefficient=" tag. However, that is for Direct Rocking, which isn't good for an artillery piece that lobs shells some 20 cells ;i.e., shell misses, yet even if the target vehicle is no where near the shell it flips over no matter what (like on the other side of the map). DirectRocker= was orginally for the brute. But if there is a DirectRockingCoefficient= tag, wouldn't there be a plain ol' RockingCoefficient= tag? Just a hunch, but if anyone confirms that before me, post here.
I used "Rocker=" with 500 damage modifying the rocking amount guys, but the vehicle blows up before it gets a chance to tip over  . Even when the shell isn't htting it directly it STILL takes about 38 cannons to flip over one IFV. What is the probelm?
BTW, does anyone know where I can find a tutorial about making/recording new voice packs for units? That would be helpful.
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09-14-2003, 07:15 AM
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#8 (permalink)
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Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
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There's no RockerCoefficient AFAIK.
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09-14-2003, 08:36 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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Quote:
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Originally Posted by premier89
There is, the "DirectRockingCoefficient=" tag. However, that is for Direct Rocking, which isn't good for an artillery piece that lobs shells some 20 cells ;i.e., shell misses, yet even if the target vehicle is no where near the shell it flips over no matter what (like on the other side of the map). DirectRocker= was orginally for the brute. But if there is a DirectRockingCoefficient= tag, wouldn't there be a plain ol' RockingCoefficient= tag? Just a hunch, but if anyone confirms that before me, post here.
I used "Rocker=" with 500 damage modifying the rocking amount guys, but the vehicle blows up before it gets a chance to tip over  . Even when the shell isn't htting it directly it STILL takes about 38 cannons to flip over one IFV. What is the probelm?
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wtf? Errm...I think you got the wrong impression of rocking...?! Rocking is not made to flip over things! DirectRocking is made for this. Rocking is only there so it doesn't look like the vehicles are totally uneffected by a cannon...
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09-14-2003, 03:24 PM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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Oh, sorry. I forgot to stress the point that the warhead was just for flipping tanks. Since Rocker doesn't cut it, is there any way to give DirectRocker a cellspread?
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