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Giga Fortress - directly usable code inside
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 06, 2018 8:35 am    Post subject:  Giga Fortress - directly usable code inside
Subject description: Not the Dicka Fortress any more/ also includes future tank
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Maybe you remember this Dicka Fortress by Trans_C

Now the original giga fortress weapon is totally doable.



9.gif
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a 1pixel fighter
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9.gif



lz.gif
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final
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lz.gif



2.gif
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tesla fortress?
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2.gif



head.gif
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head.gif



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Last edited by kenosis on Mon May 07, 2018 10:51 am; edited 5 times in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 06, 2018 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Warning: Messy code!!!

Code:


[VehicleTypes]
***=HEAD2

[InfantryTypes]
***=HeadLaserLauncher
***=HEADLASERCREW

[AircraftTypes]
***=HEADLASER

[ArmorTypes]
headarmor=heavy


[HEAD2]
UIName=Name:ZEP
Name=Kirov Airship
PrerequisiteOverride=NACNST,GACNST,YACNST
Primary=HEADTargeting
Image=HEAD2
Strength=8000
WalkRate=3
IdleRate=5
Category=AirPower
Armor=headarmor
TechLevel=10
Turret=no
Sight=8
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=10
JumpjetSpeed=10 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=10 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=40 ; Climb, but down
JumpjetAccel=1
JumpjetTurnRate=2
JumpjetHeight=2000
;JumpjetWobbles=.01 ; ! value of zero stop wobbles?  NO!  Wobbles of zero means div by 0 crash.  "How many wobbles would you like?"  "0"  "You must have wobbles!!!  I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs
Cost=2000
Soylent=2000
Points=100
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070_2,S_BANG48_2,S_BRNL58_2,S_CLSN58_2,S_TUMU60_2
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceCrashing=
DieSound=
CreateSound=
CrashingSound=
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=30   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
;ElitePrimary=BlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no

Passengers=10
SizeLimit=10
OpenTopped=yes
InitialPayload.Types=HeadLaserLauncher
InitialPayload.Nums=1
NoManualUnload=yes


[HEADTargeting]
Damage=1
ROF=30
Range=22
MinimumRange=3
Projectile=InvisibleHigh
CellRangefinding=yes
Speed=40
Warhead=WeakWH2
OmniFire=yes

[WeakWH2]
Verses=5%,5%,5%,5%,5%,5%,5%,5%,5%,5%,5%
ProneDamage=100%
InfDeath=2
Rocker=no




[HeadLaserLauncher]
UIName=Name:V3
Image=INIT
Name=V3 Launcher    ;locked
Category=AFV
Prerequisite=NAWEAP,NAREFN
Primary=V3Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=HEADLASER
SpawnsNumber=1
SpawnRegenRate=500
SpawnReloadRate=10 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=-1
Turret=no
CrateGoodie=no
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070_2,S_BANG48_2,S_BRNL58_2,S_CLSN58_2,S_TUMU60_2
VoiceSelect=V3Select
VoiceMove=V3Move
PixelSelectionBracketDelta=-40000000
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
OmniFire=yes
MovementZone=Destroyer
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false   ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no




[HEADLASER]
UIName=Name:TOMAHAWK
Name=Tomahawk Missile
;FireAngle=1
Strength=250
Image=HORNET
Category=AirPower
Armor=light
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=12
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=10
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070_2,S_BANG48_2,S_BRNL58_2,S_CLSN58_2,S_TUMU60_2
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys   ; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes

Missile.Acceleration=2
Missile.Altitude=600
Missile.BodyLength=128
Missile.Damage=300
Missile.EliteDamage=450
Missile.Warhead=AXEWH
Missile.EliteWarhead=AXEWH
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0
Missile.PitchFinal=0.01
Missile.TurnRate=.4
Missile.TakeOffAnim=none
Missile.Custom=yes
Missile.TrailerAnim=none


OpenTopped=yes
InitialPayload.Types=HEADLASERCREW
InitialPayload.Nums=1
Passengers=8
SizeLimit=8


[HEADLASERCREW]
UIName=Name:MINIG
Name=Red Guard
TargetLaser=yes
Category=Soldier
Primary=AttackHead
Occupier=yes ; I can Occupy UC buildings
;Occupier=yes ; I can Occupy UC buildings
Prerequisite=YABRCK,YAWTCH
CrushSound=InfantrySquish
Strength=140
Armor=light
AttackFriendlies=yes
TechLevel=-1
Pip=white
SelfHeal=yes
AllowedToStartInMultiplayer=no
DetectDisguise=no
OccupyPip=PersonPurple
Sight=7
Speed=5
Owner=YuriCountry
Cost=150
Soylent=100
Points=1
IsSelectableCombatant=yes
VoiceSelect=RGSelect
VoiceMove=RGMove
VoiceAttack=RGAttack
VoiceFeedback=;InitiateFear
VoiceSpecialAttack=RGMove
;DieSound=RangerDie
CreateSound=RGCreate
;AmbientSound=RGAmbient
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
;ElitePrimary=PsychicJabE
IFVMode=13
UseOwnName=true
Selectable=yes
DontSayUnitLost=yes
DontScore=yes



[AttackHead]
Damage=1
ROF=1
Range=22
CellRangefinding=yes
Projectile=InvisibleAllBurstAAAA
Speed=40
Report=
Warhead=AntiHead
MinimumRange=3

IsMagBeam=yes

[AntiHead]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.headarmor=5%
PreImpactAnim=HEADDELAY

[InvisibleAllBurstAAAA]
AA=yes
Vertical=yes
DetonationAltitude=0
AirburstSpread=.5
Airburst=yes
AirburstWeapon=BlimpBombE






Code:


[HEAD2]
Cameo=headicon
Voxel=no
Remapable=yes
WalkFrames=1
StartWalkFrame=0
Facings=32
Remapable=yes
PrimaryFireFLH=500,0,-2000
AlternateFLH1=500,0,-2000
AlternateFLH0=500,0,-2000


[HEADDELAY]
Image=INVISO
LoopCount=60
Rate=900

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Last edited by kenosis on Sun May 06, 2018 10:38 am; edited 3 times in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 06, 2018 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

know-how:

Battle Fortress in the air
Fortress contains an infantry V3
V3 launches invisible missile from ground (alt flh of fortress)
Missile has a crew inside
Crew attacks fortress with magbeam weapon (special armor thing)
magbeam projectile detonates upon launch and creates airburstweapon
magbeam warhead uses preimpactanim for the delay


Laser is of course the good option.
Can also put a passenger in the fortress to attack the missile, drawing the laser.

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Last edited by kenosis on Sun May 06, 2018 12:42 pm; edited 3 times in total

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sun May 06, 2018 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow. Looks good, thanks.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 06, 2018 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

As it is strongly requested by Trans_c...............



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun May 06, 2018 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are there any hiccups with the targeting or does the beam always finish at the expected targeted spot of the cursor?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 06, 2018 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

only the direction



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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun May 06, 2018 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Xing Liu thinks this is great

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun May 06, 2018 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now what about the Future Tank's X beam weapon?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon May 07, 2018 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

not yet possible but maybe some mechanism reseaarch in the future will make it doable

EDIT

no need the future. same mechanism as here.but you place launch point outside the tank.


misl1              target point             misl2



                 atk2  atk1      
                     tank


Can this really happen? Someone try it plz

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon May 07, 2018 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

doable.



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Last edited by kenosis on Mon May 07, 2018 9:56 am; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon May 07, 2018 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Key paramters:
AlternateFLH0=100,300,0
AlternateFLH1=100,-300,0
AlternateFLH2=200,-700,0
AlternateFLH3=200,700,0



Missile.Acceleration=2
Missile.Altitude=100
Missile.BodyLength=1
Missile.Damage=1
Missile.EliteDamage=1
Missile.Warhead=AXEWH
Missile.EliteWarhead=AXEWH
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0
Missile.PitchFinal=0.2
Missile.TurnRate=.01
Missile.TakeOffAnim=none
Missile.Custom=yes
Missile.TrailerAnim=none

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue May 08, 2018 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

another play



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Tue May 08, 2018 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue May 08, 2018 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Project closed



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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue May 08, 2018 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

look amazing!  Shocked

*I still hope for you to make Ra3 YR mod*   Very Happy

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue May 08, 2018 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did it in EASB Hour. Soviet and Japan can be picked from crates.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue May 15, 2018 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the most insane thing for RA2 I have ever seen, both codewise and graphicswise. And believe me, I have seen some stuff (such as making Homeworld, a space game, on RA2 engine...)

How do you make tanks go to the sky? Just really high damage for turning?

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Tue May 15, 2018 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
How do you make tanks go to the sky? Just really high damage for turning?


that be a voxel debris

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue May 15, 2018 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. That would explain the different illumination since AFAIK the voxel debris still use the reduced TS one from some reason (it has less reflextive facings or something). However also slightly dissapointing as it means that those tanks always die like that, and not because of the weapon.

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kingoni909
Medic


Joined: 14 Dec 2012

PostPosted: Fri Feb 24, 2023 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
know-how:

Battle Fortress in the air
Fortress contains an infantry V3
V3 launches invisible missile from ground (alt flh of fortress)
Missile has a crew inside
Crew attacks fortress with magbeam weapon (special armor thing)
magbeam projectile detonates upon launch and creates airburstweapon
magbeam warhead uses preimpactanim for the delay


Laser is of course the good option.
Can also put a passenger in the fortress to attack the missile, drawing the laser.

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