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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 06-02-2004, 01:25 AM   #1 (permalink)
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Default == RULES stuffs... ==

Can a SREF get 2 weapons (sorta Secondary), knowing that it has a ChargeTurret ?
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Old 06-02-2004, 07:04 AM   #2 (permalink)
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Yes it can but the anim will be displayed for both so using a different weapon would look odd.
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Old 06-02-2004, 09:46 PM   #3 (permalink)
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But it seems I have problem with it.
So do you just put only theses :
Code:
Primary=NeutronCannon
ElitePrimary=NeutronCannonE
Secondary=NeutronCannon2 ;INF needed ?
EliteSecondary=NeutronCannonE2 ;INF needed ?
Turret=yes
TurretCount=9
WeaponCount=2
Weapon1=NeutronCannon
EliteWeapon1=NeutronCannonE
Weapon2=NeutronCannon2
EliteWeapon2=NeutronCannonE2
BTW, in fact it was for the so-called ChronoPrison...
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Old 06-03-2004, 03:22 AM   #4 (permalink)
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Remove Primary, ElitePrimary, Secondary and EliteSecondary those are not used when you work with animated turrets.

The animated turret code should also be there so you have to add that aswell. Does it really use 9 turrets in the animation? I used 6 for my Lancer and I thought that was alot.
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Old 06-03-2004, 05:06 PM   #5 (permalink)
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That was the CHRP seen everywhere everytime.
So the base code had Primary (etc.), but anyway since they're not used... And that also explains the 9 turrets (the blue ball inside is growing).

Finally, did I mention that the Weapon1 is working ? (I want another weap for infantry)
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Old 06-03-2004, 05:41 PM   #6 (permalink)
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Change the Verses= tag in warhead section of weapon one to 0%,0%,0%,X%,X%,X%,X%,X,%,X%, substiture X with any value you want, then do the exact opposite in the warhead section of the second weapon (if I got you right)
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Old 06-03-2004, 05:53 PM   #7 (permalink)
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Thanks DZel, but that's not the problem I think.
The CHRP just doesn't target infantry, as if it hadn't the second weapon. So are you sure you can have 2 weapons with IsChargeTurret ?

I'm going to explain how the CHRP is supposed to work. With its 9 turrets, the Weapon1 is using the droppod locomotor (vs vehicles), while the Weapon2 instantly time wrap infantry. BTW, it's also working with Ammo...


Note : I've been here long enough to think of thoses warheads..... :/
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Old 06-03-2004, 06:02 PM   #8 (permalink)
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Note: I have been away from modding for almost 2 months, so bear me.

ehe, I think the IsChangeTurret was meant only for animation, I might be wrong but I never saw a tank using different turret, each turret for a weapon.
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Old 06-04-2004, 04:40 AM   #9 (permalink)
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The anim has nothing to do with amount of weapons you use. Try changing the weapon used by Weapon1 with Weapon2 this way you will see if the error lies in the coding of the weapon or in the unit code.
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Old 06-05-2004, 01:19 AM   #10 (permalink)
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I swapped Weapon1= and Weapon2=, and the weap carried by Weapon2=, still doesn't work... :/
Are you sure it's possible ??

Hey, wait a second... If this was really working, what would prevent us to give Weapon1, Weapon2, and eventually Weapon3 to every unit ??
I remember one of the first thing I learned here : an object can't hold more than 2 weapons at a time....

Problem solved : it's impossible...
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