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 Forum index » Modding Central » Red Alert 2 Editing Forum
getting sonic projectile to work from an aircraft-vehicle
Moderators: Global Moderators, Red Alert 2 Moderators
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McPwny
Cyborg Soldier


Joined: 29 Jan 2018

PostPosted: Tue May 07, 2019 10:39 pm    Post subject:  getting sonic projectile to work from an aircraft-vehicle Reply with quote

im having some trouble using the dolphins sonic projectile logic from a vehicle thats using baloonhover logic  

the irrelevant vehicle entry:  

[TRUCKB]
Name=Recreational Vehicle
Owner=YuriCountry
Prerequisite=YAWEAP,CAEAST02
TechLevel=2
Armor=heavy
DamageParticleSystems=SmallRedSSys,LGSparkSys,BigGreySmokeSys
Turret=no
Passengers=0
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Insignificant=no
Trainable=yes
Image=SCRIN
UIName=GUI:PULSEDIAL
Strength=700
Category=AirPower
Speed=3
Cost=1400 ;points
ROT=5
JumpJet=yes
Landable=no
PitchSpeed=1.1
JumpjetSpeed=22 ;params not defined use defaults (old globals way up top)
JumpjetClimb=25 ;50
JumpjetCrash=2 ;60 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=8
JumpjetHeight=900 ;500
JumpjetWobbles=.01
JumpjetDeviation=1
ConsideredAircraft=yes
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
ImpactLandSound=GenAircraftCrash
MoveSound=RobotTankMoveStart
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
VeteranAbilities=STRONGER,SENSORS
EliteAbilities=SELF_HEAL,STRONGER
Crashable=yes
SpeedType=Hover
BalloonHover=yes
Primary=SCRINGUN
ElitePrimary=SCRINGUN
CanPassiveAquire=yes
OpportunityFire=yes
Sensors=yes
SensorsSight=8 ;4
PrerequisiteOverride=CASLAB  

the weapon entry:  
[SCRINGUN]
Damage=0
AmbientDamage=4
ROF=15
Range=8
Projectile=InvisibleHigh
Speed=40
Warhead=HoverfortressWH
Report=MirageTankAttack
IsSonic=Yes
Burst=3

in theory, changing the projectile should have allowed it to work like this, but thats not the case. sometimes it targets things via forcefire and fires, but it doesent really properly work.

and also the warhead, for pOsTeRiTy  
[HoverfortressWH]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,85%,80%,60%,60%,50%,30%,90%,100%
Conventional=yes
Rocker=yes
InfDeath=5
AnimList=TSTIMPCT
Tiberium=yes
Bright=true ; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableGreen=true
CLDisableRed=true
CombatLightSize=200%
ProneDamage=70%     ; Presumes air burst

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gameaddict11707
Cyborg Soldier


Joined: 15 Jul 2011

PostPosted: Wed May 08, 2019 1:22 am    Post subject: Reply with quote

Either give the unit "Turret=yes" or give its weapon "OmniFire=yes". Otherwise it'll only fire if it's directly facing the target, which can't be controlled very well.

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McPwny
Cyborg Soldier


Joined: 29 Jan 2018

PostPosted: Wed May 08, 2019 3:22 am    Post subject: Reply with quote

yep. omnifire didnt work but a dummy turret hacked it. it looks just about as stupid as you would expect a TS banshee indiscriminately firing dolphin waves to look, but i am pleased anyways. thanks.  

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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed May 08, 2019 12:45 pm    Post subject: Reply with quote

I like it... rather appropriate for a spaceship weapon.
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McPwny
Cyborg Soldier


Joined: 29 Jan 2018

PostPosted: Thu May 09, 2019 9:59 pm    Post subject: Reply with quote

too bad it causes an IE

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 09, 2019 10:57 pm    Post subject: Reply with quote

At this point wouldn't it be easier to have just make a fake projectile which looked like the wave?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 10, 2019 7:09 am    Post subject: Reply with quote

I'd prefer this

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McPwny
Cyborg Soldier


Joined: 29 Jan 2018

PostPosted: Sat May 11, 2019 9:37 pm    Post subject: Reply with quote

yes, but the whole point is to use only existing game assets and rules entries so it works on rediculous map files.
ill probably end up using the subs torpedo SHP or some such thing.

by the way, is it possible to emulate the aircraft bombing straffe logic with jumpjet vehicles?

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