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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. |
06-10-2005, 08:48 AM
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#1 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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SSM Launcher
Hi guys,
first I want to thank you all because your precious info is making my mod better and bigger
Ok, here's the question:
I made a new unit (the voxel is still terrible :scared: ), the SSM Launcher. Its primary purpose is to fire 6 deadly rockets over the target, right?
So:
Weapons:
[6Rockets]
ROF=2 ;very low because it fires 6 rockets very fast
Unit:
[SSM]
Ammo=6
Reload=180 ; 90frames=1second, so "Fire 6 missiles every 2 seconds"
Very simple... no? No.
After firing its 6 rockets, it fires every rocket reloaded, not 6 together.
I know this is possible (unfortunately, I don't remember the name of the mod where this feature was)... then I taught something like a cluster missile but it's not the same effect... any idea?
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06-10-2005, 08:54 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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No idea how to Burst out missiles like that...
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06-10-2005, 01:01 PM
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#3 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Why not use a classic weapon with ROF=180, and a Burst=6 ?
[edit]
Quote:
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Otherwise, if you need the ammo logic that badly, you still need to play around with the ROF (=180), and reduce the Reload time(=25?), as it reloads only 1 ammo every 180 seconds (<-- and that's not what you want right ?)
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I've just realised, that would haven't even worked the way you wanted.... :S
[/edit]
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06-10-2005, 01:45 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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I take it you didn't get the joke...
Anyway, if his problem is only the gradual reloading/firing, reading ModEnc might be a good idea. That is, when it's up again.
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06-10-2005, 07:13 PM
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#5 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Tssss tssss... sure I've spot out your keyword, but he would have surely given up if he had sticked with your reply
But on the other hand, could be funny to answer everyone the way you did 
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06-11-2005, 06:15 AM
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#6 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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\\as it reloads only 1 ammo every 180 seconds (<-- and that's not what you want right ?)
uh... no. The thing I wanted was: Make a unit that fires 6 missiles, then reload, then fire 6 missiles again. The matter is that after it fires 6 missiles, it fires every missile that reloads, without waiting for all 6 to be reloaded. I think it's impossible to make something like that... i'll try to make something similar... Thank you anyway.
BTW, ModEnc is a very good site. All modders should take a look before posting here.
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06-11-2005, 07:31 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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See Ren, even with my reply, DvD-IT didn't understand...
For you to notice, DvD-IT, all you need to do is playing with a normal weapon including the tag Burst=6, and removing the tags Ammo= and Reload= from your unit, hope that's clear enough 
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06-11-2005, 10:00 AM
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#8 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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\\For you to notice, DvD-IT, all you need to do is playing with a normal weapon including the tag Burst=6, and removing the tags Ammo= and Reload= from your unit, hope that's clear enough
:tard:
that's clear 
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06-11-2005, 12:35 PM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Once your weapon has Burst=, play around with the lateral element of the unit's PrimaryFireFLH= and see what happens.
(btw, this is a 'quote' button > [imgl:a40907ba3c]http://www.deezire.net/themes/zoneCopper/forums/images/icon_quote.gif[/imgl:a40907ba3c]
Why does it have a question mark? I do not know.)
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06-11-2005, 12:45 PM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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