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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 08-22-2005, 03:12 AM   #1 (permalink)
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Default RA2 weapon help

does anyone know how to make a weapon fire from 2 diferrent locations alternately :evil: :duh:
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Old 08-22-2005, 06:31 AM   #2 (permalink)
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Look at the Apocalypse/Gattling stuff?

Also, go here and get XGamer's art(md).ini guide. It specifically mentions this.
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Old 08-23-2005, 04:25 AM   #3 (permalink)
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Thanks i never thought of that
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Old 08-25-2005, 03:28 AM   #4 (permalink)
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does this work for RA2

i cuold not find it in the apocolypes section
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Old 08-25-2005, 05:09 AM   #5 (permalink)
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just use Burst=2 and give a Y (horizontal) offset. the second burst fires with negative Y offset.
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Old 08-25-2005, 11:43 AM   #6 (permalink)
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Code:
[RAIDER]   ; land raider
Voxel=yes
Remapable=yes
Cameo=BFRTICON
AltCameo=BFRTUICO
PrimaryFireFLH=-9,-65,5
AlternateFLH0=-9,65,5 ;second sponson
A quick copy&paste; the last two lines define the firing points, with the first shot coming from the primaryfireflh, and the second from alternateflh0.
Obviously this only works on a burts=2 weapon, i have no clue how it would work when you'd use higher bursts.
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Old 08-25-2005, 11:49 AM   #7 (permalink)
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You don't need AlternateFLHx unless you are an OpenTopped transport.
The first shot in a Burst= comes from F,L,H , the second from F,-L,H, the third from F,L,H again, and so on.
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Old 08-25-2005, 12:47 PM   #8 (permalink)
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Thanks for telling me, i had it this way since i started with a battlefortress with diffirent weapons, and later modified that art entry when i had a voxel.

I can't test right now, but maybe you know; would the alternateflhx still work, assuming it is diffirent from F,-L,H
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Old 08-25-2005, 12:51 PM   #9 (permalink)
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As I said, AlternateFLHx is only used by OpenTopped transports, to determine the FLH of the passengers.
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Old 08-27-2005, 11:52 AM   #10 (permalink)
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Whatever happened to SecondaryFireFLH=bla,bla,bla?
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