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DeeZire, Redemption
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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. |
12-07-2004, 11:10 AM
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#21 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Damn...we ain't never gonna get people to search if we keep posting code...
@AlliedG: As I posted in the original thread here and in the recovery-thread, Psycho's method is t3h suxx0r. I mean, come on...a missile that suddenly freaks out and loses control mid-air? Accompanied by a weird phantom-explosion, if coded badly? The LimboLaunch-method is by far better, as the missile will stay on course until the bitter end, when the sinking begins is customizable (simple Range= change), the target will be hit were intended, and so on. It's simply "correct"...a cruise missile (or anything similer) is an aircraft committing controlled, directed suicide...not just suicide, hoping to hit the target.
Sidenote: I knew Psycho's color was annoying, but wtf is he thinking to keep doing that on a light background?!
Sidenote2: Somebody know if Psycho is online sometime? I need some help from him...
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12-07-2004, 11:20 AM
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#22 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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In wondering what all the hubub was about (V3 launchers), I created a voxel projectile with a trailer. What gives? This works, but my only conclusion is that the "B" team working on YR (this ain't no A team!) couldn't figure out how to use fractiional projectile speeds and/or mutate the Arcing logic. I mean, it's already half there! WTF?
C/
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12-07-2004, 12:44 PM
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#23 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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we r talking about how its impossible to add a new voxel missile under aircraft. (expect via limbo launching) These are the [V3ROCKET] [DMISL] [CMISL] entries, now if your telling me you can make a new one of these then please enlighten (the section is near the top of rules) , instead of acting like were all been idiots. Its patronising.
I was unaware of that LimboLaunch tutorial, only Psychos 
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12-07-2004, 03:53 PM
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#24 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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I was actually complaining about WW, not you. When I get home tonite I'll show you how to make your own Voxel projectile with a trailer (smoke puffs). That's actually pretty easy. The problem is that you can't get it to go as slow as the V3. Or at least I couldn't manage.
My conclusion is that the team inside WW didn't know how to work with their own code. That's what I mean when I say "it's half there!"
C//
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12-07-2004, 10:44 PM
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#25 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Okay, Voxel projectiles are quite easy. Rereading your post, I don't really think you're asking me about these, but what /I/ was trying to say is that Voxel projectiles aren't /that/ far off from the V3 and WW should have improved the projectile logic, not written (unreusable) custom code. Anyway, in case anyone happens to be reading this and is curious.
For this one, I added an entry in art.ini that looked like this:
[4TNKTUR]
Voxel=yes
Trailer=EXPLOSML
SpawnDelay=1
And modified this entry in rules.ini:
[GrandCannonBall]
Level=no
Image=4TNKTUR
Acceleration=1
Arcing=true
AG=yes
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
That's all. As you see, it's almost there, but it's not a V3. I can use the V3's voxel itsel, by the way. I just thought throwing around a mammoth mk 1 tank turret might be more fun. :-)
C//
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12-08-2004, 01:37 AM
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#26 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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But such missile can't be destroyed by AA weapon (like V3)...
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12-08-2004, 01:48 AM
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#27 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Sure. And that's the sort of thing I meant in my rather scathing message about the whole thing. They should have just put SubjectToAA=yes on the projectile, and then altered their internal code to support that. Along with slower travelling times, of course.
C//
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12-08-2004, 02:12 AM
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#28 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Realy? Do you mean that after SubjectToAA=yes missile could be damaged by AA?
Haven't known about that! 
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12-08-2004, 06:48 AM
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#29 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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An aircraft is AA unit so any AA can shoot it down.
I knew about the cool vxls and trailers Courageous
SubjectToAA=yes does not exist by the way AAG.
The only way to make "destroyable" missiles is changing original, limbo launch, and psycho.
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12-08-2004, 10:13 AM
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#30 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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So much for "confusing the newbs"... 
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