logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,674
Total Threads: 8,780
Posts: 95,710

Administrators:
DeeZire, Redemption

There are currently 30 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 09-23-2005, 08:56 AM   #71 (permalink)
Senior Member
 
Join Date: Feb 2005
Posts: 804
Default

Quote:
Originally Posted by ChrisBlitz";p=&quot View Post
i knew that, but what if the aircraft was a kirov for example, and I wanted to spawn hornets. Could that be done?
Quote:
Originally Posted by bobing";p=&quot View Post
it is possable to make 1 flying unit spawn another flying unit by makeing the spawner a jumpjet vehicle.
kirov is a vehicle that flies because it has the jumpjet locomotor, so yes, kirovs can be made to spawn hornets
bobing is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-23-2005, 10:12 AM   #72 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,061
Send a message via MSN to DCoder
Default

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.
DCoder is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-24-2005, 10:29 AM   #73 (permalink)
Senior Member
 
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
Send a message via MSN to ChrisBlitz
Default

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.
ChrisBlitz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-24-2005, 11:02 AM   #74 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
Send a message via ICQ to Renegade
Default

Rules' comments say aircraft need limited ammo. I'm pretty sure that's incorrect, though.
Renegade is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-24-2005, 02:03 PM   #75 (permalink)
Senior Member
 
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
Send a message via Yahoo to Whiteboy
Default

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:
Whiteboy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-24-2005, 11:34 PM   #76 (permalink)
Senior Member
 
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
Send a message via MSN to ChrisBlitz
Default

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.
ChrisBlitz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-25-2005, 01:40 PM   #77 (permalink)
Senior Member
 
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
Send a message via Yahoo to Whiteboy
Default

Just FYI:

Quote:
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=.
Whiteboy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-26-2005, 06:07 AM   #78 (permalink)
Senior Member
 
Join Date: Feb 2005
Posts: 804
Default

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.
bobing is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-26-2005, 08:23 PM   #79 (permalink)
Senior Member
 
Join Date: Jan 2005
Location: australia
Posts: 133
Default

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
tate is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-26-2005, 09:26 PM   #80 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Italy
Posts: 417
Send a message via MSN to Mr Graffitti
Default

Quote:
Originally Posted by ChrisBlitz";p=&quot View Post
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.
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.
Mr Graffitti is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Good, Bad, Good, Bad News for Modders smurfbizkit LOTR: Battle For Middle Earth I & II Editing 35 12-13-2004 07:54 PM
Good Bye.... Oldfaq Generals & Zero Hour Editing 19 12-25-2003 09:51 AM
Can someone tell me the name of a good mod? FrStyleKing Generals & Zero Hour Editing 25 11-04-2003 06:42 PM
I have some good mod ideas Ed Red Alert 2 & Yuri's Revenge Editing 30 06-12-2003 04:12 PM
meh. good advertising. Detail Generals & Zero Hour Editing 0 04-12-2003 10:22 AM


All times are GMT -4. The time now is 04:58 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.