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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 07-20-2004, 11:49 AM   #11 (permalink)
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its spawned missiles it shoots streight up, not normal weaon... would adding high=yes proximity=yes and ranged=yes to the projectile of the spawned missile launcher work? sorry cant test it myself, cuz am at sum elses house till tues
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Old 07-20-2004, 03:49 PM   #12 (permalink)
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Default Re: 4 brain teasers 4 u, courtesy of Me ;)

Quote:
Originally Posted by Azan
secondly, im tryin 2 make a unit that deploys into a building which will launch a missile vertically, which will then detonate and cluster, and the clusters will then cluster, etc, to blitz the area into bits!

okay, got this one down already kind of. as for the building shooting vertically I can't help you, but i modded a weapon that would 'blitz' a given area with meteors (yep more meteor logic :tard: ).

I originally was using this in a mod of my own... it died a slow and painful death to say the least. I also posted a tutorial for it here a while back (long while, atleast 6 months!) for needleman but i don't think he used it.
anyway I'll post the tut one more time... ignore any comments about airplanes or tanks, what you will want is primarilly the weapon, I just don't fill like editing all the other crap out right now. Have fun with this, as it was once called a game breaker!


--------------------
beginning tut
--------------------




For needleman of the deezire.net modding community

** Please read this all the way through before you mod off it, just so you know what this will do and what it takes. Also I am wrighting this in two different ways, one is the way I have it working and one is an untested (but shorter) way.


You have been wanting to make a cluster bomb type weapon for an advanced b2 strike, well i can't help you on that; but i have an alternative to offer you. I recently started researching and playing with the meteors and meteor logic that were leftover from tib sun, and what i came up with was a tank ( i put it on the tank, it can go on anything that has a weapon) that would call in a meteor storm. What happens during this process is that the tank fires its weapon, then a lone meteor falls on its target ( i've gotten multiple meteors to fall, but thats not important right now). The meteor then bursts into little explosions all around the area of the target. Now the good thing is most of the logic is still intact, so you won't have to mod much. But at this moment the weapon is far to powerful and highly unstable for me to use it, so i will tell you everything i have on it so far.

I'll start on the animation part of this first, since it plays the biggest role. First make sure to remove the ; out from infront of the met objects in the animation list. There should be about five of them, I think they are METLARGE, METLTRAL, METSMALL, METSTRAL, and METDEBRI (though we will only be using the METLARGE, METLTRAL, and METDEBRI). Next you need to edit the entries for these, which should be located in the art.ini file. Now you can do this however you want, but this is how mine looks.

[METLARGE]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=5000000 ; you will relise really quick this is way to much damage
DamageRadius=30 ; this is how far out the explosions can occur and damage
Warhead=Meteorite ; i think it already exists
IsMeteor=true
Spawns=METDEBRI ; this is the explosions I mentioned earlier that appear to be
; ; perfect for a carpet/cluster bomb effect
SpawnCount=10 ; How many explosions will occur.
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
;DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1


[METDEBRI]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT070
Damage=900000 ; more damage?! gotta love it
DamageRadius=100 ; I think you understand most of this
Warhead=TankOGas ; another wh? I just use the code, i didn't mod it.
IsTiberium=true ; this makes it spawn ore.
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
;DetailLevel=0
RandomRate=220,500
Bouncer=yes
;TiberiumRadius=1
TiberiumSpawnType=TIB01 ; the type of ore it spawns, if you keep this funtion on ; ; (probably not).
Report=METHIT1


[METLTRAL]
LoopStart=0
LoopEnd=8
LoopCount=1
Rate=600
;DetailLevel=1
Next=SMOKEY



Okay, so we have just restored the metlarge, metltral, and metdebri animations to the game. Now we can get to the real stuff, the modding of the unit. First find the unit you want to give this weapon to, I believe you said it was a plane. Now edit your plane to look like this:


[Your Plane]
blah ; okay, maybe not exactly like this. blah is used to represent all the blah ; lines of code which you have for the plane.
blah
blah
Primary=asteroidgun ; only thing you need to moddify.
blah
blah
blah




Okay. Now the weapon don't take much, just the basics weapon coding since this is only a summoning weapon.



[asteroidgun]
Damage=2 ; this weapon really don't do the damage so keep it kinda low.
ROF=70
Range=7
Projectile=InvisibleLow ; this worked for my tank, but for an aircraft you may need to ; ; make a new projectile by coping the AAHeatSeeker2 and ; ; giving it an invisible image.
Speed=100
Warhead=asteroidwh
;DisguiseFireOnly=no ; i copied the mirage gun for this weapon, you don't need this ; ; tag
Report=MirageTankAttack
Bright=yes
Anim=VTMUZZLE ; may need a new one since it is a plane.
;DisguiseFakeBlinkTime=15 ; mirage copy
RevealOnFire=no ; since its a plane, i think they'll see it already.
;Burst=6 ; trying to get more than one meteor to fall.



And thats the weapon basics. As stated, I think you need to change the projectile and anim since your sticking it on an aircraft and not a vehicle. But next is the 3 warheads you'll need. Also as stated previously, this weapon is highly unbalanced and will need balanced if you don't want your plane to level the base on its first flyby.




[asteroidwh]
Verses=100%,100%,100%,110%,90%,80%,60%,60%,50%,100 %,100%
AnimList=METLARGE ; the heart and soul of our weapon. this line is very important.
InfDeath=4
Bright=true
CLDisableBlue=true
CLDisableGreen=true


[TankOGas]
;Spread=8
CellSpread=.5
PercentAtMax=.9
Wall=yes
Wood=yes
Tiberium=yes
Sparky=no
Rocker=no
AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100
Verses=90%,90%,90%,80%,60%,25%,100%,50%,10%,90%,10 0%
;Verses=90%,100%,60%,25%,10%
Fire=yes
InfDeath=4
ProneDamage=50%



HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HAA..........

I just realized i don't have a warhead called meteorite, and the weapon works just fine. Maybe you don't need it. Sorry.



Anyway there it is. Your plane should fly in and shoot an invisible projectile at the target. Then a meteor will fall out of the sky and make several little explosion all around the target. The only thing is that your plane will fly by, and then the meteor will hit, not like the carpet/cluster bomb you want. So here is an untesetd theory on how to get that to work.

Scratch that, here are two tested versions of what you are looking for. The first drops only one meteor to make a few explosions where the second is a game killer and I believe it is what you are looking for.


The first one which only sends off one meteor.

I have editted the METLARGE animations, just edit the one from above so it sets of 20 spawns instead of 10. Next give your plane Primary=airastroidgun. Then:


;weapon

[airastroidgun]
Damage=2
ROF=70
Range=7
Projectile=arialstriod
Speed=100
Warhead=airastroid
DisguiseFireOnly=no ; SJM: design change, tank can fire always
Report=MirageTankAttack
Bright=yes
DisguiseFakeBlinkTime=15 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink
RevealOnFire=no ; Doesn't clear shroud when fired
Burst=6


;projectile

[arialstriod]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=none
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Inviso=yes


; wh

[airastroid]
Verses=100%,100%,100%,110%,90%,80%,60%,60%,50%,100 %,100% ; Needs balancing by designers
AnimList=METLARGE ; temp, should have flash-o-light
InfDeath=4 ; Burn death
Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway.
CLDisableBlue=true ; This says the Combat Light should be red. (1)
CLDisableGreen=true ; This says the Combat Light should be red. (2)



Now then, the one I would strongly recommend for your cluster bomb plane...



Add this to your plane

Primary=aag1


weapon

[aag1]
Damage=2
ROF=6
Range=7
Projectile=metlarge
Speed=100
Warhead=airastroid
DisguiseFireOnly=no ; SJM: design change, tank can fire always
Report=MirageTankAttack
Bright=yes
DisguiseFakeBlinkTime=15 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink
RevealOnFire=no ; Doesn't clear shroud when fired
Burst=10


projectile

[metlarge]
ExpireAnim=TWLT070
Damage=5000000
DamageRadius=30
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI
SpawnCount=10
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
;DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1
IgnoresFirestorm=yes


wh

[airastroid]
Verses=100%,100%,100%,110%,90%,80%,60%,60%,50%,100 %,100% ; Needs balancing by designers
AnimList=METLARGE ; temp, should have flash-o-light
InfDeath=4 ; Burn death
Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway.
CLDisableBlue=true ; This says the Combat Light should be red. (1)
CLDisableGreen=true ; This says the Combat Light should be red. (2)





And there you have it. A tutorial that gives youthe basics on how I arrived at my astroid tank, plus two prototypes for your cluster weapon. I hopw I didn't confuse you too much, this is the first tutorial I have made and I wanted to cover everything that I thought important. I hope this solves your problem but if it doesn't I can't help you anymore because it took all my geniuse to sit here for four hours typing up this tut. :P

~Psico

-----------------
end tut
-----------------
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Old 07-23-2004, 05:39 PM   #13 (permalink)
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kewl! thanx alot! am really grateful 4 that! think iv got the cluster missile sorted now tho rest assured that i will use ur meteor logic tho! wat im going 2 do is make a new air unit spawner thatl pawn a plan tht looks like a missile (will use PitchAngle=whatever 2 make it point upwards and ROT=0 with FireAngle=64 on the spawner. ill give the spawned unit the suicide gun and DeathWeapon=BombCluster... lol need 2 w8 till tues 2 test it (strangely i still dont want 2 get back tho as life in my house is kinda crap (hence im always moddin!) an im enjoyin myself here

will tell u wether it works or not then if not ill use the meteor weapon. if it does ill use the meteor weapon elsewhere

thanx agen!
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Old 07-23-2004, 07:34 PM   #14 (permalink)
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well, use it or not; just remeber its extremely overpowered in its current state. I was playing my mod against a couple friends of mine over a closed network that i wired up in my room with my computers and they knew i had been moding the game. well, the game had been going for a couple hours (we like to wait to gather vast armies to totally kill the enemy, rushes are for wusses) and i noticed they had forgot to build air defense, well lets just say that the game was ended in less than two minutes (one plane to each base, target center structure, you are victorious).

anyway what i really wanted to say is anyone can use this weapon if they want, and since i really don't think it was that hard to code and the fact that i don't mod that much anymore (work, cars, and a pregnant girlfriend :scared: kinda outweigh it), credit is not necessary, though appriciated.
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Old 07-30-2004, 01:23 PM   #15 (permalink)
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riiight. iv decided 2 use the meteor logic 2 make an airstrike superweapon... if it works, will be seriously cool. has any1

has any1 come up with anythn helpful 4 the spawned nuke problem? i still cant get it 2 work, an its really bugging me, cuz i desperately want 2 get it working!!!
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Old 07-30-2004, 06:18 PM   #16 (permalink)
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You could try an exactly timed tiled= animation, in connection with a damage=1 weapon. You'd then code the anim to have a Next=, which is the real explosion (or setup for the explosion), and is coded with warhead and damage. That way, the explosion would go off after the nuke impacted (again, if you timed it correctly).

(Sorry if this has been stated before, but I refuse to read all this )
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