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The third weapon thorny dilemma!!!!!!!!!!!!!!!!!
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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Mon Nov 12, 2018 7:34 pm    Post subject:  The third weapon thorny dilemma!!!!!!!!!!!!!!!!!
Subject description: Is it an ever lasting problem????
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Just as the title says and I do really know that it might be the wrong place for this post BUT......

I dunno if ARES has fixed it or no and I have some ideas but it won't be done without actual third weapon and "NOT" that gatling logic Crying or Very sad

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Nov 12, 2018 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use initial passengers.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Mon Nov 12, 2018 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry but can post the rules here AND if it's some thing to be done by ARES please let me know first also


THANKS!

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Nov 12, 2018 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah like I said, you can use initial passengers that act as different weapons.
Ares has quite some info on initial passengers. I'd recommend you to give the documentation a look.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Mon Nov 12, 2018 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean to use some dummy anim like dummy infantry so they would have 2 different weapon beside the original weapon right???

In fact I knew about this trick long time ago but I'v never applied it

So I'm not sure if I would be able to do it so  I'm speaking about hints from you if you can do that

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Nov 12, 2018 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, just:

-make the unit opentopped
-create a dummy infantry with the weapon you want to add
-Use initial passenger logic so the unit spawns together with the passenger inside.
-Make sure the passenger survival chance is 0


For example, this is one of my dummies:

Code:

[KIROVDUMMY]
Image=WEEDGUY
UIName=Name:WEEDGUY
Name=KirovDummy
Category=Soldier
Primary=KirovPropaganda
OpportunityFire=yes
DistributedFire=yes
AttackFriendlies=yes
AttackCursorOnFriendlies=yes
NoManualFire=yes
Prerequisite=BARRACKS
TiberiumProof=yes
CrushSound=InfantrySquish
Strength=1
Pip=white
Fearless=yes
Armor=immune
TechLevel=-1
Sight=4
Speed=6
Owner=USSR,Latin,Chinese
AllowedToStartInMultiplayer=no
Cost=0
Points=0
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Hover
MovementZone=Amphibious
ProtectedDriver=yes
ThreatPosed=0
CanBeReversed=no ;; dont want this!!


And this code on my unit:

Code:
InitialPayload.Types=KIROVDUMMY
InitialPayload.Nums=1
NoManualUnload=yes
NoManualEnter=yes
OpenTopped=yes
Survivor.RookiePassengerChance=0%
Survivor.VeteranPassengerChance=0%
Survivor.ElitePassengerChance=0%


This basically causes the infantry within to act like a seperate weapon as the passenger weapons are not related to the unit weapons, thus you can have quite a big amount of different weapons by using passengers.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Mon Nov 12, 2018 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also note that passengers in opentopped vehicles gain bonus from those codes controling them(i.e. ROF, range etc.), so there maybe also some need to change those one to make it work as you wish.
And that passengers will always be able to fire no matter what happened to the vehicle itself (i.e. disabled by EMP, lifted by magnet beams etc.) so it can behave weird when facing these situations.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Mon Nov 12, 2018 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

@WoodleMyNoodlewell:

I do appreciate that and it wasn't just a hint it was a real full help, so Thanks  Smile

@Virgil&@WoodleMyNoodlewell:

Is "opentopped" code exists only in YR?

When the vehicle is dead so will be infantry since the surviving rate will be 0 even if the infantry is spawned and attacking some target?


and sorry if I'm bothering but I'm really desperate
Sad

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue Nov 13, 2018 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

A1:OpenTopped is YR specific, RA2 doesn't have this one. However, as Ares is an expansion of YR, this shouldn't be a problem.
A2:No, they'll just get killed with the vehicle, the one killing the vehicle get all the kill.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Wed Nov 14, 2018 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

@ Virgil

Yeah you are right it's the logic of the "battle fortress" in YR, UNFORTUNATELY  Sad

Because I'm working on RA2, In fact I don't like YR that much but I believe some day I'll be forced to start modding it because of the magical ARES

Thanks for your continuous help  Smile

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