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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 07-16-2004, 01:14 PM   #1 (permalink)
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Default Superweapons

How do you effect the amount of time a superweapon takes to charge??

and i was just wondering whether it was possible to create more than one blast in one superweapon deployment (ie: increase the size of the weather storm, or make more than one nuke come down like rain...)

Also how do you make the chrono field thing of the chronosphere bigger (the thing that circles the troops to teleport them...) so you can transport more troops?

i think that is all....

thanks.
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Old 07-16-2004, 01:34 PM   #2 (permalink)
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Most is in the rules.ini files and ar.ini files

[superweaponnamespecial] has most codes for recharge, with an action and type for the game to know what effect to use.

Damage is indicated in either [general], for the nuke on a certain warhead and images is located in art.ini.

Images can also trigger an warhead, and is thus useable. Read the DZ ini guide for more info
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Old 07-16-2004, 02:13 PM   #3 (permalink)
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Default Re: Superweapons

Quote:
Originally Posted by Daedalus
Most is in the rules.ini files and ar.ini files
He means rules(md).ini and art(md).ini files.

Quote:
Originally Posted by optical_genius
How do you effect the amount of time a superweapon takes to charge??
RechargeTime=

Quote:
Originally Posted by optical_genius
Also how do you make the chrono field thing of the chronosphere bigger (the thing that circles the troops to teleport them...) so you can transport more troops?
I'm fairly sure that that is hard coded so you can't change it.
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Old 07-16-2004, 02:16 PM   #4 (permalink)
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But is it possible to change the nuke to something like "nukerain" so it drops like 4 or 5 at a time on a base? that would be cool.
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Old 07-16-2004, 02:34 PM   #5 (permalink)
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There is no easy way to do it, but someone else might find a really complicated work around.
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Old 07-16-2004, 03:05 PM   #6 (permalink)
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Maybe something as simple as Burst=5 on NukeMaker or whatever the nuke WeaponType is will do that? Don't know, never tried.
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Old 07-16-2004, 08:25 PM   #7 (permalink)
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Or simply replacing the weatherstorm?
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Old 07-21-2004, 01:48 AM   #8 (permalink)
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ok sorry for the delay, but here is what i did.

all i had to do was replace the warhead tag (its up the top of rules somewhere) and put the following instead...
LightningWarhead=NUKE

This meant that every time a lightning bolt would strike, it would have the power of a nuclear bomb.

This makes the game a little too easy for some people so you might want to try changing the recharge time, or clone the weather storm weapon so there are two...(the weather controller would have the normal powered one and a building of your choice could have the super powered one) but since i dont know how to do this you could do what i did and change the settings for the nuclear silo so the prerequisits are just TECH,CNST so that any side can build it and then change the controller prerequisits to GACNST,NACNST so that people can only build the weather control if they are in position of both an allied and a soviet construction yard.

This removes any problems with the AI building superweapons etc.

these are the settings that i had for the controller and the nuke...

;Weather Control Device
[GAWEAT]
UIName=Name:GAWEAT
Name=Weather Controller
Image=GAWETH ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=NACNST,GACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
SuperWeapon=LightningStormSpecial
Nominal=yes
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DB RIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7

; Soviet Nuclear Missile
[NAMISL]
UIName=Name:NAMISL
Name=Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=MultiSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=TECH,CNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbr is7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10 sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1

if anyone has a better way please post it here.
hope this helps.
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Old 07-21-2004, 07:02 AM   #9 (permalink)
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does the no response mean that you like this or that you cannot even be bothered to read it?
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Old 07-21-2004, 01:12 PM   #10 (permalink)
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Default

People have only had about 5.25 hours to read this.

Did you change any of the building code besides the Prerequisites?

I for one like leaving the original superweapons unmodified, except for maybe recharge times.
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