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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. |
07-16-2004, 06:43 PM
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#1 (permalink)
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Junior Member
Join Date: Jun 2004
Location: UK
Posts: 19
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4 brain teasers 4 u, courtesy of Me ;)
just thought of some other problems. iv got the obelisk of light in my mod, an i want it to have a special (like prism support beam , or tesla charge up by trooper) wat i decided on was 2 allow it 2 hav an optional upgrade, like the gap generator (which was never put in) to increase its range, when the player has a surplus of "so much power". anyway, that idea crashed and burnt, as it adamantly decided it didnt want 2 work.  i canme up with an alternative, where it can by undeployed and redeployed into the improved version, but i want to make sure it cant be done the way i originaly intended first. can any1 shed light on my dilema?
after that, i have 3 more problems. 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! =D iv tried vertical=yes with fireangle=64 and detonatinaltitude=700, but that dont work  any ideas please?
thirdly, is it possilbe to make spawned missiles home in on targets?
fourthly, im trying 2 make a unit that will call in a nuke strike (inspired by C&C Renegade) its supposed to work like boris's mig strike, but the unit will come down on top of the target area and fly into the target with a nuke payload as the deathweapon... got a fatal error  i tried making a new air unit with the droppod locomotor from ts with a few other things like landable=yes... comments, criticisms, or cynical derogitives, anyone? possibly even a little help? =D i want 2 post info on a new weapon idea iv had (that iv actually got 2 work, believe it or not!!) but i think this post is long enough already, + theres alot of crap on this weapon, so ill save it 4 later, provided at least 2 problems are solved, in addition to the rest being disproved...
lol. that should keep u lot occupied for a while!
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07-16-2004, 08:59 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Re: 4 brain teasers 4 u, courtesy of Me ;)
Prism support logic requires all buildings to useit at the same height. I don't know if you could use it for the Obelisk and the Prism Tower at the same time.
I think vertical=yes only works right on units using jumpjet logic.
Quote:
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Originally Posted by Azan
thirdly, is it possilbe to make spawned missiles home in on targets?
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Increase the missiles' ROT=.
Quote:
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Originally Posted by Azan
fourthly, im trying 2 make a unit that will call in a nuke strike (inspired by C&C Renegade) its supposed to work like boris's mig strike, but the unit will come down on top of the target area and fly into the target with a nuke payload as the deathweapon... got a fatal error
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Do you still have the code you tried?
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07-16-2004, 11:16 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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Spawned missiles can't home in. Hardcoded.
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07-17-2004, 06:06 AM
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#4 (permalink)
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Junior Member
Join Date: Jun 2004
Location: UK
Posts: 19
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ok, this is the code 4 the nuke
; Spawned Nuke
[VERTNUKE]
UIName=Name:Spawned Nuke
Name=Spawned Nuke
Image=V3ROCKET
Strength=200
Category=AirLift
Armor=light
TechLevel=-1
Spawned=yes ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=yes
MoveToShroud=yes
PitchAngle=-64 ; makes it point downward
Speed=16
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=2
Locomotor={4A582745-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=MigMoveLoop
DieSound=
VoiceCrashing=MigVoiceDie
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Fighter=yes
Trainable=no
DeathWeapon=NukePayLoad
FlyBy=true ; dont know whether 2 leave this in or not
as 4 the vertical cluster bomb, ill make it spawn a fighter like the carrier, with jumpjet bits, an get that 2 launch the cluster bomb. will get back 2 u after it either works or not. thanks 4 help so far 
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07-17-2004, 09:19 AM
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#5 (permalink)
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Junior Member
Join Date: Jun 2004
Location: UK
Posts: 19
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ok, after several attempts, the best can get it to do is just lauch the cluster bomb at the ground, which means it impacts and clusters at ground level, so all of the explosions are concentrated on the one spot, rather than blitzing an enormous area as was intended
ill put in the code 4 u 2 hav a look at. cud b im doin sumthin rong
[ClusterBomb]
Damage=50
Burst=1
FireOnce=yes
ROF=600
Range=99
CellRangeFinding=yes
Projectile=ClusterBombP
Speed=20
Warhead=V3HE
Report=V3Attack
OmniFire=yes
FireAnlge=64
[ClusterBombP]
Arm=2
Cluster=9
Shadow=yes
Acceleration=1
Vertical=yes
Image=V3ROCKET
FirersPalette=yes
Airburst=yes
AirburstWeapon=BombCluster
Vertical=yes
DetonationAltitude=1200
FireAngle=64
[ClusterBombBits]
Arm=2
Cluster=9
Shadow=yes
Acceleration=1
Airburst=yes
AirburstWeapon=BombCluster2
Ranged=yes
Image=DRAGON
[ClusterBombBits2]
ShrapnetWeapon=ClusterFragment
ShrapnelCount=3
Arm=2
Shadow=yes
ROT=1
Ranged=yes
Image=DRAGON
[ClusterBombBits3]
Arm=2
Shadow=yes
ROT=1
Ranged=yes
Image=DRAGON
[BombCluster]
Damage=80
ROF=80
Projectile=ClusterBombBits
Range=6
Speed=20
Warhead=HE
OmniFire=yes
[BombCluster2]
Damage=80
ROF=80
Projectile=ClusterBombBits2
Range=6
Speed=20
Warhead=HE
OmniFire=yes
[ClusterFragment]
Damage=50
ROF=100
Range=5
Projectile=ClusterBombBits3
Speed=20
Report=
Warhead=HE
Bright=yes
any ideas how 2 get it 2 shoot up instead of down?
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07-17-2004, 09:50 AM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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I would suggest changing Airburst logic into Cluster logic, so all the mini explosions go away horizontally, prism tank style. As long as the cell the initial expl hits is is occupied with an object able to deflect clusters (mobile objects, trees, ...), it'll split very nicely.
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07-17-2004, 04:57 PM
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#7 (permalink)
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Junior Member
Join Date: Jun 2004
Location: UK
Posts: 19
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ok, ill use that idea 2 fall back on, thank you 
iv been thinkin abt it, an thought abt usin the boomer's CMISL instead.... an1 know how 2 get it to blow up at a certain altitude?
greate thing abt the CMISL is that it can be set to shoot streight up in the CMISL controls under general, an i can make it ROT=0, so it wont turn, only problem remains to get it to blow up...
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07-18-2004, 04:01 PM
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#8 (permalink)
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Junior Member
Join Date: Jun 2004
Location: UK
Posts: 19
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ok, heres an idea. ill give the cmisl primary=suicideggun
[suicidegun]
arm=50
damage=1
report=
warhead=suicide
suicide=yes
projectile=invisibleall
range=-2
speed=100
rof=100
intention is 2 make the weapon take a while 2 shoot with arm=50, to give the missile time 2 reach a decent altitude...
will get back with the results
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07-19-2004, 02:08 PM
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#9 (permalink)
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Junior Member
Join Date: Jun 2004
Location: UK
Posts: 19
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ok have made it shoot the missile streight up but cant get it 2 then explode... =s
ideas any1?
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07-19-2004, 02:34 PM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Try adding
Code:
High=yes
Proximity=yes
Ranged=yes
to the projectiles, or maybe just the second one.
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