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[ARES] Powerups for specific units via superweapon/weapon
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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Jul 31, 2015 3:43 am    Post subject:  [ARES] Powerups for specific units via superweapon/weapon Reply with quote  Mark this post and the followings unread

Been playing around with ARES and managed to get a powerup system working, the AI uses it properly somewhat.

In my mod this SW powers up Cuba's flametrooper and flame tank, as an example;

Any comments or improvements let me know.

artmd.ini
Code:

[FLAMEUP01]
Layer=Top
YDrawOffset=-27            ;so it sits on infantry nicely

rulesmd.ini
Code:

[ArmorTypes]               ;Add this to your rulesmd.ini
flameflak=flak               ;our infantry armor
flameheavy=heavy            ;our vehicle armor

[Animations]
xxx=FLAMEUP01               ;cute power up effect

[Warheads]
xx=FlamePowerUpWH

[SuperWeaponTypes]
xx=FlamePowerUpSpecial

;;;;;;;;;;;;;;;;;;;;;;

[FLAMEINF]
DesignatorRange=2
Armor=flameflak            ;takes same dmg as flak

[FTNK]
DesignatorRange=2
Armor=flameheavy            ;takes same dmg as heavy

[FlamePowerUpWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
CellSpread=3               ;screenie shows spread as 4
Versus.flameflak=10%         ;something low to ensure no dmg
Versus.flameheavy=10%         ;as above
AffectsEnemies=no            ;obvious reasons
AttachEffect.Animation=FLAMEUP01
AttachEffect.FirepowerMultiplier=2.0
AttachEffect.Duration=800

[FlamePowerUpSpecial]
UIName=NOSTR:Combustion
Name=Combustion Special
Type=GenericWarhead
Action=GenericWarhead
IsPowered=false
;SW.AITargeting=Nuke         ;ParaDrop
RechargeTime=4
SidebarImage=FLAMEUPICON      ;A10ICON
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=120
SW.Damage=1               ;
SW.Warhead=FlamePowerUpWH      ;Our specific unit WH
Range=2                  ;For range indicator
SW.AITargeting=GeneticMutator
SW.AIRequiresHouse=owner
SW.AIRequiresTarget=infantry,units,land
SW.AffectsTarget=infantry,units,land   ;,infantry
SW.AffectsHouse=owner,allies
SW.Designators=FTNK,FLAMETROOPER



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Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI #Art.INI 

Last edited by XxpeddyxX on Sat Aug 01, 2015 2:29 am; edited 2 times in total

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Jul 31, 2015 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI will picks up any unit as a target, not a specific one.

Although if you make the units you want to affect as designators for this SW, then the chances of the AI using it correctly will increase.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Aug 01, 2015 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Can confirm this, thanks. I've updated the original post with some designator changes.

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