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Allied Avenger Tank
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jul 06, 2011 4:03 pm    Post subject:  Allied Avenger Tank
Subject description: Aegis Cruiser's three missile launchers installed on tank
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Hai mortals! I am presenting to you my new creation, Allied Avenger Tank, or could be called Aegis Tank, cause I added Aegis missile launchers to tank as turret.
Anyway, Allies wanted a ground unit which can prevent enemies aircraft from hitting them, and they succeed! They installed three missile launchers similiar to ones used by Aegis Cruiser, because Aegis proved that he is best Anti Aircraft weapons ever seen!
Now, similiar to it, Avenger Tank exists! He can rip off any Aircraft units very quickly. Soviets will no more make Kirov rushes, deploy Siege Choppers near your base, or Assault buildings with Boris Migs. Also there is small chance that they will successfully spy on you with Spy plane. Yuri will no more sabotage bases and make fear with flying saucers, and even enemy Allied commanders will no overrun you with fast Aircraft and roocketeers. Also with one or two of them in your base paratrooper plane have no chance.
But be warned general, Aegis installment on this tank made it to be slowest of most Allied ground units. Also unlike Aegis, Avenger Tank must turn turret to face his target before starts to shoot. His rockets have less range than Aegis (10 vs 12), so he has same range as any ground AA unit. Also be specially warned that tank itself is for AA purpose only! He cannot fight against ground units, so protect it always cause he cannot defend himself and is quite expensive.

Anyway, I provided you codes, for unit and weapon, as usually.



RULESMD.INI


[VehicleTypes]

XX=AATNK ;Replace XX by any first free number in list


; Avenger Tank
[AATNK]
UIName=NOSTR:Avenger Tank
Name=Avenger Tank
Prerequisite=GAWEAP
Primary=AvengerMedusa
Strength=400
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=10
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=1500
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; 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
Size=3
OpportunityFire=yes
;BuildTimeMultiplier=1.5;Individual control of build time
AllowedToStartInMultiplayer=no
LandTargeting=1

[AvengerMedusa]
Damage=100
ROF=15
Range=10
Speed=120
Projectile=MedusaProjectile
Warhead=SAMWH
Report=AegisAttack
TurboBoost=yes



ARTMD.ini

[AATNK]
Voxel=yes
Remapable=yes
Cameo=AATNKICON
AltCameo=AATNKUICO
PrimaryFireFLH=64,48,180



And that should be it.
Use it (if you decide to use) as anything you have in mind. Tank can be good replacement to IFV or any AA tank, I just gave you example.



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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 06, 2011 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's nice but...(and this is a BIG but)...it's WAY too bright. Especially the white.

Try more shades in general...especially the remap.

p.s. didnt get a chance to look at the code

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jul 06, 2011 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks man! True that, I just used same launchers as Aegis, thats why it is bright! perhaps I should recolor them too to be in same scheme.
And code... Code is here just as example, as I always do. Its same as Aegis missiles except it doesn't have OmniFire code and range is 10 instead 12.
And thank you for replying here

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 06, 2011 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

And personally.. I would go with one barrel instead of 3...FLH makes having 3 look kinda weird since it only fires from one.

EDIT: I really like that cameo...it's quite clean compared to other voxel-ified cameos

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jul 06, 2011 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Palkia323 wrote:
And personally.. I would go with one barrel instead of 3...FLH makes having 3 look kinda weird since it only fires from one.

Well true that, but in that case it would not look like Aegis missile launcher... which were point here.
If tank would have one barrel, it wont be so special, it would be like ,,just another Rhino/Grizzly tank remix" or ,,just another mammoth tank, come on please, give me something different". Well I gave something different, never seen before. And yet again based on good old thing! There are Missile tanks around, of course, but none with Aegis missile launchers.

Also, man do not forget that there is code named AlternateFLH
For example, MasterMind has

AlternateFLH0=0,25,90;gs scatter the mind control lines
AlternateFLH1=0,-25,90
AlternateFLH2=-50,25,90
AlternateFLH3=-50,-25,90
AlternateFLH4=-25,0,90

I have seen before in art files, units with standard weapon that have alternate weapon firing location, so playing with these things can be done on this Avenger tank too. Basically it can be made that each rocket fire from different location meaning from different launcher.
So if it has three launchers it is not problem.
Of course you need to code it. Westwood did not code for Aegis, so I will not try for this tank too.

Palkia323 wrote:

EDIT: I really like that cameo...it's quite clean compared to other voxel-ified cameos


Thans man! I am so glad that you like this cameo! Believe me, my cameos look like shits, I am not pleasant with the most of them at all! In my mod I will use most likely custom made from other people in their mods. But this one is one of rare cameos that I made good. I have also good cameo for Yurified Gattling tank (remember, he is blue schemed on cameo), perhaps I will upload it here, publically.

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Ambersia
Medic


Joined: 25 Sep 2014
Location: China-Liaoning-Dalian

PostPosted: Mon Oct 13, 2014 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

RadialFireSegments=10 - this makes it fires looks like aegis cruiser.
OpportunityFire=yes - moving fire.
DistributedFire=yes - use this to lock multiple enemy.
Maybe should use these.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Mon Oct 13, 2014 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

All hail the necromancer

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