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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 04-30-2005, 07:09 PM   #1 (permalink)
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Default need help on a simple mod ...

Hi, I'm editing the Grizzly Battle Tank and i want to equip it with a machine gun to fend off infantry, and my question is : How would you put a 20mmRapid on a Grizzly Battle Tank in such a way that it can attack any units in range WITHOUT turning the turret? In other words, How do you equip a tank with a secondary weapon that can fire on enemies without actually having to turn the tank's turret? Is this even possible?

Thank you.
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Old 04-30-2005, 07:46 PM   #2 (permalink)
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yes it is possible. I'll give you the code, but next time, you should think about maybe searching tutorials first, or if you already have, check the Rulesmd.ini file for what does it.
Code:
;the tank (Grizzly Battle Tank)
[MTNK]
OmniFire=yes ;This is what gives the not needing to turn around thing. But it makes ;the tank also fire his primary without turning too.......
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm2
Secondary=TankAntiInfantry
Strength=600
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time

;The weapon
[TankAntiInf]
Damage=80
ROF=8
Range=7
Projectile=AntiInfProj
Speed=100
Warhead=AntiInfWar
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

;The Projectile
[AntiInfProj]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

;The Warhead, designed to fight infantry.......And terror drones.
[AntiInfWar]
Verses=200%,200%,150%,0%,0%,0%,0%,0%,0%,0%,100% 
InfDeath=1
AnimList=PIFF
ProneDamage=200%
Bullets=yes

;Primary:
[105mm2]
Damage=65
ROF=60
Range=5
Projectile=Cannon
Speed=40
Warhead=AT
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes

;Warhead:
[AT]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.  
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=0%,0%,0%,100%,100%,75%,75%,50%,50%,75%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%
Ok, now if you use this exact coding, you will get more or less the effect you wanted, but the turret will stay in one place. I have never tried what i'm about to suggest, Ok, so, here's what im going to suggest:
[TankAntiInf]
;OmniFire=yes ; this is what I mean right here- add the omni fire to the weapon ;instead of the unit, and it might work.......
Damage=80
ROF=8
Range=7
Projectile=AntiInfProj
Speed=100
Warhead=AntiInfWar
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

Ok, now here's a proposal for ya though- do you want to help work on my mod with me? Its got some interesting things, and im about to release version 0.10 right away. So if yes, email me at death3464@yahoo.ca and then check out my website at http://www.deathmetermods.freeservers.com

EDIT- I am changing the primary too, so that the tank won't auto attack with primary..........and also note that i did not make an actual Elite version- you do that.....
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Old 04-30-2005, 08:19 PM   #3 (permalink)
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Quote:
Ok, now here's a proposal for ya though- do you want to help work on my mod with me? Its got some interesting things, and im about to release version 0.10 right away. So if yes, email me at death3464@yahoo.ca and then check out my website at http://www.deathmetermods.freeservers.com
I'm not a good modder or anything, i mainly just edit the rules.ini and rulesmd.ini to edit/create units, but yea i'll join if there's nothing too complicated
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Old 04-30-2005, 09:40 PM   #4 (permalink)
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ok. heres the main job you will have: Testing, submitting ideas, and moderating the forums.....Oh, and advertisement. Those 4 things are what you will be doing.
Testing:
You will be sent, by email or otherwise, the newest version of the mod, then required to test it. You then report all bugs in to me at Death3464@yahoo.ca.
Idea Submission: (Optional)
You Also must come up with ideas to add to the mod......
Moderating The Forums: (Optional)
You must watch out for people posting incorrect posts, and people posting in the wrong area.
Advertisment:
You must do this as the last thing, mainly post in modding forums ect, only where allowed, and advertise each new release......For example, version 0.10 was just released- you would advertise that IF you joined earlier. you start with version 0.20, instead of 0.10........and thats all. Whats ur msn/email though?
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Old 05-01-2005, 06:14 PM   #5 (permalink)
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OmniFire= is a weapon property, not a unit property.
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Old 05-01-2005, 08:25 PM   #6 (permalink)
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oh. ok, I've found that it alway's works even when on the unit, for that matter, I got the code off of a unit, not the weapon. Wierd. I'll test that one out.
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Old 05-02-2005, 12:03 PM   #7 (permalink)
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omnifire used to be a unit tag, untill YR, when it was moved to weapons.
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Old 05-02-2005, 03:27 PM   #8 (permalink)
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And once again, reading the comments helps...
;OmniFire=yes ;GEF moved to weapon
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Old 05-02-2005, 04:18 PM   #9 (permalink)
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ok, ill double check that one, but it wasn't commented out for me......
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Old 05-09-2005, 08:32 PM   #10 (permalink)
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That's pretty good job there guys keep it up. I have one question also now. Because the secondary fire is a machine gun, does the unit know when to use it's cannon on other units, and it's MG on infantry?
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