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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. |
09-23-2005, 08:56 AM
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#71 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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Quote:
Originally Posted by ChrisBlitz";p="
i knew that, but what if the aircraft was a kirov for example, and I wanted to spawn hornets. Could that be done?
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Quote:
Originally Posted by bobing";p="
it is possable to make 1 flying unit spawn another flying unit by makeing the spawner a jumpjet vehicle.
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kirov is a vehicle that flies because it has the jumpjet locomotor, so yes, kirovs can be made to spawn hornets
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09-23-2005, 10:12 AM
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#72 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,061
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However, spawned objects redock with their parent units at ground level, but parent units are not given a command to land. Add to that the fact that the Kirov can't land at all, and bam.
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09-24-2005, 10:29 AM
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#73 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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Maybe, if I give the spawned objects Ammo=-1 so they don't need to dock. I will get my RA2 cds back tomorrow, so I will test then. 
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09-24-2005, 11:02 AM
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#74 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Rules' comments say aircraft need limited ammo. I'm pretty sure that's incorrect, though.
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09-24-2005, 02:03 PM
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#75 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Well from my experiments, they don't need it, but if you have infinite, it will take a "long time" (in a manner of speaking) to reload fully, and one thing I have found in the past is that by increasing the Reload= of AircraftTypes=, you cause the aircraft to fly off the edge of the map after bombing a target, only returning when it's ammo has recharged. So if you don't put a limit on the Ammo=, you'll never see your plane again after it's first mission :lol:
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09-24-2005, 11:34 PM
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#76 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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Just another day and I will be back in business! What I will do is give the spawned units unlimited ammo, so they won't need to reload. Something that shouldn't run out, like lasers (just so it makes sense). If it works I might give it to Mr. Graffitti for Oxid Wars, since it is a space type mod, and Spaceships spawning small laser fighters would fit in nice.
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09-25-2005, 01:40 PM
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#77 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Just FYI:
Quote:
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Originally Posted by INI Guide
Ammo=
This states the amount of ammunition (number of 'shots') carried by the object before it must reload. Reloading can be either by docking with a co-ordinating structure or automatically over time. Tech Buildings usually have this set to determine how many times they bestow their effect. Use of -1 indicates unlimited ammo but this value should not be used on AircraftTypes whose landing logic in Red Alert 2 appears to require them to run out of ammo after an attack mission - aircraft are hard coded to require a positive value to get them to return to the structure with which they Dock=.
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09-26-2005, 06:07 AM
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#78 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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i'm pretty sure that spawned units MUST have limited ammo and require returning to reload(unless in the case of a missile or suicide plane, they die first). try giving them a low reload rate.
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09-26-2005, 08:23 PM
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#79 (permalink)
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Senior Member
Join Date: Jan 2005
Location: australia
Posts: 133
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1. go to the section for aircraft and add ammo=2instead of one
2.if you wan't to make them like b2 bombs use this codes
Code:
;WEAPON
[Bomb]
Damage=100
ROF=10
Range=5
Projectile=Bombp
Speed=0
Warhead=ORCAHE2
Floater=yes
Burst=5
;PROJECTILE
[Bombp]
Image=ZBOMB
AA=no
;WARHEAD
[ORCAHE2]
Wall=yes
Sparky=no
Wood=yes
Bright=yes
Fire=yes
CellSpread=1.6
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=EXPLOMED,EXPLOLRG
Deform=8%
DeformThreshhold=160
Tiberium=yes
ProneDamage=150%
it might be a bit strong though
it should drop 5 bombs
also give the blimp this
Primary=Bomb
and delete the elite primary
3. give the unit tanyas locomotor
4.it depends if you want to add the unit and the whole code or not
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09-26-2005, 09:26 PM
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#80 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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Quote:
Originally Posted by ChrisBlitz";p="
If it works I might give it to Mr. Graffitti for Oxid Wars, since it is a space type mod, and Spaceships spawning small laser fighters would fit in nice.
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I apreciate it, but I already did the code for it, I haven't tested it though. My Cd-Rom's lens are dirty, I need something to fix that. After I do it, I can test my new Stingray's voxel, the Sky Fortress and alot bug fixes.
Anyways, Im totally sure that an aircraft's weapon must have ammo or deathweapon.
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