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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 10-06-2003, 07:10 AM   #1 (permalink)
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Default How do i make a Firestorm SW in RA2:YR

I've already got the building for the weapon and i don't know how to make the SW data i've got the animations and the other things to it could you post it here and i will post the rules.txt included in the rar file

here you got it
here is the data for the building to rulesmd.ini and i have adapted it to RA2:YR

##=GAFIRE ;add to building list

##=GAFIRE_A ;add to anim list
##=GAFIRE_B ;add to anim list
##=GAFIRE_C ;add to anim list

you must probably adapt this part to RA2:

; Firestorm defense
[GAFIRE]
Name=Fire Storm Generator
Strength=800
Armor=heavy
TechLevel=9
Prerequisite=GATECH
Adjacent=2
Sight=5
Owner=Americans,Alliance,Germans
Cost=2000
Points=30
Power=-200
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=9
SuperWeapon=FirestormSpecial
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=410, 600, 290

this is to ARTMD.ini


[GAFIRE]
Cameo=FSDICON
Image=GAFIRE
Remapable=yes
Foundation=3x2
Buildup=GAFIREMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GAFIRE_C
ActiveAnimZAdjust=-100
ActiveAnimTwo=GAFIRE_B
ActiveAnimTwoZAdjust=-100

[GAFIRE_B]
Image=GAFIRE_B
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=500
Surface=yes
NewTheater=yes

[GAFIRE_C]
Image=GAFIRE_C
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes

do you know how to do? :S
please post it here if you know. :S
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Old 10-06-2003, 09:18 AM   #2 (permalink)
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Disclaimer: I have no idea if this can work, probably it won't, but this is a thought that just hit me

Let's see.. we have a parent building (generator) and firing buildings/overlays (FS walls). The problem is that FS uses charge drain logic. If we skip that, we can use Psycho's great fake superweapons, making the firestorm firing anim into wall's superweapon firing anim, then it would be active for as long as the animation lasts. Pf course, the superweapon should be attached to the wall sections, not the generator. However, the problem is I highly doubt that all the wall sections will fire the anim... And the charge drain problem still stands... Anyway, I think this has been proven before, you can't make a real FS defense in RA2. Although charge drain logic still works.
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Old 10-06-2003, 09:57 AM   #3 (permalink)
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The Actions and Types that call a Firestorm Wall in Tiberian Sun don't exist in RA2.

This can't be done
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Old 10-06-2003, 10:50 AM   #4 (permalink)
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Erm.. Psycho has made new superweapons. Not Firestorm, but still brand new ones. Read the 'My research on Super Weapons' thread, he doesn't use Action or Type, IIRC.
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Old 10-06-2003, 11:13 AM   #5 (permalink)
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The difference is the game requires what is present in the SW and is hardcoded for it to have effect.

Psycho's ways are good, they are just great workarounds (like DZ's New Superweapon)
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Old 10-06-2003, 12:23 PM   #6 (permalink)
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Not excatly a Firestorm but more like a meteor shower thet rains down over the enemy's base if you want to help then post the solution here
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Old 10-06-2003, 12:32 PM   #7 (permalink)
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Heh...

That can be done.
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Old 10-06-2003, 12:34 PM   #8 (permalink)
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Are you crazy??? What exactly do Firestorm Defense and Meteor Shower have in common? FS is a defense SW, meteors are gonna be offense. And Psycho did fake superweapons, read his thread. I'm not going to repeat all his ideas (nor quote them for that matter, his font color is :evil: J/K :P )
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Old 10-06-2003, 12:40 PM   #9 (permalink)
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BTW..

We oldbies/veteran modders have a policy called NO PNP!

NO PNP! Means No Plug-And-Play, meaning we aren't going to just give you the code. However we will help you getting towards your goal, so how about you start posting what code you have and we'll critique and help where help is needed.
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Old 10-06-2003, 12:59 PM   #10 (permalink)
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Quote:
Originally Posted by Wize
NO PNP!
Well said.
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