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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. |
09-19-2004, 12:31 PM
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#1 (permalink)
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Junior Member
Join Date: Apr 2003
Location: Germany
Posts: 26
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Gattling problem
Hi,
I've got a problem with my new pillbox (equipped with a gattling):
The pillbox shoot, but than it skips the second gattling stage, go to the third stage and finally I've got an internal error. What ist wrong?
; Gatling Pill Box
[GANPILL]
UIName=Name:NPILL
Name=Allied Gatling Pill Box
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,GACNST,GATECH
TechLevel=-1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1250
BaseNormal=no
Points=50
Power=0
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Db ris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=PillGattling
IsGattling=yes
TurretCount=1
WeaponCount=3
Weapon1=PillGattling
EliteWeapon1=PillGattlingE
Weapon2=PillGattling2
EliteWeapon2=PillGattling2E
Weapon3=PillGattling3
EliteWeapon3=PillGattling3E
WeaponStages=3
Stage1=200
Stage2=400
Stage3=600
EliteStage1=100
EliteStage2=200
EliteStage3=300
RateUp=1
RateDown=50
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT
EliteAbilities=STRONGER,FIREPOWER,ROF
ElitePrimary=PillGattlingE
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
; rapid fire anti-ground machine gun (pillbox)
[PillGattling]
Damage=17.5
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 1
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
; rapid fire anti-ground machine gun (pillbox)
[PillGattling2]
Damage=17.5
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SA
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 1
; rapid fire anti-ground machine gun (pillbox)
[PillGattling3]
Damage=17.5
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 1
; rapid fire anti-ground machine gun (pillbox)
[PillGattlingE]
Damage=17.5
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 1
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
; rapid fire anti-ground machine gun (pillbox)
[PillGattling2E]
Damage=17.5
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SA
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 1
; rapid fire anti-ground machine gun (pillbox)
[PillGattling3E]
Damage=17.5
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 1
That's the code.
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09-19-2004, 01:50 PM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,053
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Gattling logic requires 6 weapons in this order: AG stage 1, AA stage 1, AG 2, AA 2, AG 3, AA 3.
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09-22-2004, 06:01 AM
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#3 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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man, gatling weapons sound complicated, can you give infantry gatling weapons???
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09-22-2004, 06:59 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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You can't give infantry gattling weapons at all - they're just ignored and the infantry unit will just use his normal weapons.
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09-22-2004, 09:20 AM
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#5 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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yea, thought so, it just saves me testing it my self.
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09-25-2004, 01:01 PM
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#6 (permalink)
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Junior Member
Join Date: Aug 2004
Posts: 18
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wait, so if you give an infantry the code for gattling weapons, he can't use it?
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09-25-2004, 01:10 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Yes, he can't.
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09-27-2004, 12:26 AM
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#8 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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YR exes search different properties in different classes of objects
In unit class they search such prop. as 'Primary', 'Secondary', 'Transport', 'DeploysInto' and etc.
In infantry class they don't search for 'DeploysInto' prop. so infantry cannot deploy into structures.
In buildings class exe searchs 'IsGattling','Power','BuildCat' and other options which are not searched in units and infantry.
So if you put some options which 'are not searched by exe' you'll have no result.
Creators of Ra2/YR made codes in exe by minimum. They have opinion that many features of buildings are not for units and they don't need to waste their time
But it would be greate to make gap logic for units or weapons for overlays or gattling for infantry and aircrafts and etc. They didn't care for it, unfortunately.
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09-27-2004, 04:52 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,053
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AAG, you have forgotten the Gattling Tank  Gattling logic works on vehicles, albeit not on infantry.
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09-27-2004, 06:55 AM
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#10 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Ok. I've forgotten it. 'IsGattling' is searched by exe in buildings and units classes, but not in others.
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