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Paladin Tank's autonomous AA weapon?
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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu Aug 03, 2017 12:14 pm    Post subject:  Paladin Tank's autonomous AA weapon? Reply with quote  Mark this post and the followings unread

Is it possible in RA2/Ares?

I haven't looked into it and search comes up with nothing.

Basically I want a tank that you can order to attack ground units as per usual but it automatically fires at aircraft inbetween ground attacks without pausing or switching targets.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 03, 2017 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not normally possible as units can only handle one target at a time. You can use InitialPayload & OpenTopped to add an AA infantry to the unit that will auto attack targets tho.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu Aug 03, 2017 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooooh yes of course, never crossed my mind.

Code:
[TANK]
Survivor.RookiePassengerChance=0
Survivor.VeteranPassengerChance=0
Survivor.ElitePassengerChance=0
NoManualUnload=yes
NoManualEnter=yes
Passengers=1
OpenTopped=yes;passengers can shoot out
InitialPayload.Types=LSRDUDE
InitialPayload.Nums=1

[LSRDUDE]
DistributedFire=yes


Works exactly as I wanted it to, cheers.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Aug 03, 2017 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Except that it can't promote when the tank promotes

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Aug 04, 2017 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Except that it can't promote when the tank promotes


XxpeddyxX wrote:
Works exactly as I wanted it to, cheers.


Emphasis on the "exactly as I wanted it to"  Very Happy

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Aug 04, 2017 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Aug 04, 2017 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread


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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Aug 04, 2017 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you want it to work that way I guess you can make the infantry and the vehicle cost the same, and just have them share 100% of the experience so the infantry ranks up with the vehicle and vice versa.

I had this set similarly on my battle fortress. Because of price differences the infantry always got promoted before the unit but still achieved the desired result. I could be wrong.

My unit is getting the laser via an upgrade which I wanted to be a one off and not trainable. I'll test this later though.

EDIT:

So it cannot rank up simultaneously with the unit. Also I just noticed that while it will acquire air targets normally and not ground targets (AA only projectile) BUT it can force fire onto ground targets (when you ask the unit to attack a ground target by hand, normally it will just fire at it without the infantry firing as well), is there any way to stop this without using custom warheads/armors?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sat Aug 05, 2017 5:28 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
is there any way to stop this without using custom warheads/armors?
LandTargeting=1?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Aug 05, 2017 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
XxpeddyxX wrote:
is there any way to stop this without using custom warheads/armors?
LandTargeting=1?
Oh thought that was for buildings only oops, full went and made custom armors lmao

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 05, 2017 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure the Points= value determines how fast something levels up, and if their experience can't be linked via Ares, then I'd just make the passenger have Points=1000 or something?

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Aug 05, 2017 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tought the same, but I think the points are used in the endgame screen with the results. Cost= is the real key to leveling up and

"VeteranRatio=5.0       ; must destroy this multiple of self-value to become a veteran [per level]"

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 05, 2017 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes points are just for the score screen. Veterancy is calculated by unit cost.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Aug 06, 2017 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Oh thought that was for buildings only oops, full went and made custom armors lmao
How do you deal with paratroopers...

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun Aug 06, 2017 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
XxpeddyxX wrote:
Oh thought that was for buildings only oops, full went and made custom armors lmao
How do you deal with paratroopers...
In generals the laser was only used against missile projectiles, I want to keep it similar to that (spawned missiles/aircraft)

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Aug 06, 2017 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

CustomArmor on the Dummy Infantry's Weapon should suffice.

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