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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. |
05-05-2005, 05:13 PM
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#1 (permalink)
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Junior Member
Join Date: Feb 2005
Posts: 7
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New Mine Layer
This is my formula for Mine Layer:
The vehicle, cloak and sensor tag is opcional;
; Mine Layer
[MLVK]
UIName=Name:MLVK
Image=MLVK
Name=Mine Layer
Category=Transport
Prerequisite=OWEAP2
Strength=300
Armor=medium
TechLevel=5
Turret=no
IsTilter=no
CrateGoodie=no
Sight=6
Speed=5
Owner=Confederation
ForbiddenHouses=British,French,Germans,Americans,A lliance,Russians,Africans,Arabs,YuriCountry
Cost=1200
Soylent=1200
Points=30
ROT=5
Cloakable=yes
;Sensors=yes
;SensorsSight=10
AllowedToStartInMultiplayer=no
Crusher=yes ;no?
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=DemoTruckMoveStart
CrushSound=TankCrush
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=2.5
ImmuneToPsionics=no
ImmuneToRadiation=no
Parasiteable=yes
Trainable=no
Explodes=yes
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
DeploysInto=GAMLYR
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
; construction yard
[GAMLYR]
UIName=Name:GAMLYR
Image=GAMLYR
Name=Mine Layer
Strength=300
Armor=wood
TechLevel=-1
Adjacent=2
UndeploysInto=MLVK
Sight=6
Owner=Confederation
ForbiddenHouses=British,French,Germans,Americans,A lliance,Russians,Africans,Arabs,YuriCountry
Cost=500
Points=20
Power=0
ConstructionYard=yes
FreeUnit=MINE2
BaseNormal=no
Crewed=no
MaxDebris=0
ClickRepairable=no
Unsellable=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
AIBuildThis=no
TogglePower=no
ImmuneToPsionics=yes
The mine is in this formulation a vehicle, isnt building. A ConstructionYard tag is very important, EVA ignore deploy/undeploy.
; Allied Mine Layer
[MINE2]
UIName=Name:MINE2
Name=Mine Layer
Image=MINE
Prerequisite=GAWEAP
Primary=MineWeapon
Strength=100
Category=AFV
Armor=heavy
Turret=no
IsTilter=yes
Selfhealing=no
Crusher=yes
CanRetaliate=no
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=10
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=1500
Soylent=1500
Points=25
ROT=5
Selectable=no
IsSelectableCombatant=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0 ; 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
AllowedToStartInMultiplayer=no
Size=3
OpportunityFire=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
DeathWeapon=ATMineExplosion
Cloakable=yes
MissileSpawn=yes
Spawned=yes
DontScore=yes
A suicide "vehicle" mine is very flexible for cloak tag. MissileSpawn and Spawned tag is required, EVA ignore destroyed vehicle.
PD: Sorry for my basic english, i speak spanish.
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05-05-2005, 05:24 PM
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#2 (permalink)
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Junior Member
Join Date: Feb 2005
Posts: 7
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The image required for this is the mine layer VXL and SHP by Supernova MOD or graphics type SLAVE MINER.
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05-05-2005, 08:04 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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And you don't think it might fuck up the AI a little, declaring every mine layer a construction yard?
...and don't you think that's one hell of a lot of work just to get one mine?
...and where are [MineWeapon] and [ATMineExplosion]?
...plus, I'm pretty sure you should have listed more owners.
Don't get me wrong, it's good you contribute, but...there have been better solutions. And better versions of the same concept.
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05-05-2005, 10:44 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Ren demoralises another one. Cheer up Augusto, have some tea 
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05-06-2005, 02:44 AM
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#5 (permalink)
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Junior Member
Join Date: Feb 2005
Posts: 7
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ATMineExplosion is the death weapon of the vehicle mine:
[ATMineExplosion]
Projectile=Invisible
Damage=300
Warhead=MINEWH
Range=1
ROF=100
DecloakToFire=no
MineWeapon is a "placeholder" suicide weapon:
[MineWeapon]
Projectile=Invisible
Damage=1
Warhead=MINEWH
Range=1.5
ROF=100
Suicide=yes
DecloakToFire=no
A warhead of mine vehicle weapons:
[MINEWH]
CellSpread=2
Wall=no
Verses=200%,200%,200%,80%,80%,80%,0%,0%,0%,100%,10 0%
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYM ED2,EXPLOMED,EXPLOLRG,TWLT070
AffectsAllies=no
Better versions of Mine Layer?
DeeZire version of Mine Layer have a big problems:
Damaged vehicle recovery heal points before deployed.
Deezire version of Mine Layer requires one vehicle for mine "building"
Cloak system of building mines prevent his detection
Mine layer have a limited number of "mines" and can't reload
My system fix up these problems
PD: the construction yard tag isn't operational in my mine layer, no have factory tag. :|
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05-06-2005, 08:07 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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What does your system "fix"?
DeeZire's Mine Layer can't reload itself, yours has infinite ammo. DeeZire's Mine Layer heals itself, yours can dodge anti-vehicle warheads by deploying. DeeZire's Mines cloak surrounding objects, yours are a barrier to both the enemy's and your own units.
Your system has different problems than DeeZire's. But it's not better, because it's got the same amount of problems. Even more, the fact that your mines can't be passed by your own units I'd consider far worse than the mines' cloak being a little too extended. (Plus, the extra undeploy your system needs is an extra factor of micro-management that can pose a problem in an actual combat situation.)
And about the ConYard flag: That doesn't change the fact that the AI sees it as a ConYard (you told it it's one, after all) and will coordinate it's actions accordingly. It fucks up the AI.
P.S.: There's still the InfantryMutation method.
P.P.S.: Errr....can your mine...move??
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05-06-2005, 08:44 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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supernova uses the enslave method and has it spawning multiple cloaked mines but it makes the slave miner dumber.
also cloak generator on buildings is extremely annoying as it cloaks nearby objects and the radius has to be greater then 0 and its can be . something :scared:
I wish cloakable=yes still worked for structures, its how mr limpet mine works 
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05-06-2005, 10:53 AM
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#8 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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i asked PD and jonwil if they can make Sensors= and Cloakable= work on structures.
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05-06-2005, 12:00 PM
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#9 (permalink)
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Member
Join Date: Jan 2004
Location: http://mo.cncguild.net/
Posts: 98
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Hm... Such stuff would be very useful, mines in building form with cloak ability at last! Oh, maybe he would be able to restore original mine layer?
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05-06-2005, 07:03 PM
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#10 (permalink)
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Junior Member
Join Date: Feb 2005
Posts: 7
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My mine vehicle don't move, is speed value is zero and can't escape when receive attack.
My system allow a veteran and elite units deploy mines, a pre-release Sea Scorpion is possible.
Supernova system uses "soldier" mines, my system uses "vehicle" mine.
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