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Straight-shot cannon
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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon Oct 23, 2006 2:06 am    Post subject:  Straight-shot cannon
Subject description: Because DCoder wanted me to share.
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This tutorial is a quick overview of how to make a straight-fire cannon for RA2/YR.

More detailed form created by me at ModEnc at:

http://www.modenc.renegadeprojects.com/Making_a_straight-fire_projectile

To get started you need to find the [Cannon] projectile (or a Cannon clone if you have made your own) which should look like this:

Code:

; straight high-speed ballistic shot
[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


Now somehow change the Arcing=true to Arcing=false or outright remove it entirely and change the code to where it resembles something like this:

Code:

; straight high-speed ballistic shot
[Cannon]
Image=120MM
;Arcing=true
ROT=1
Acceleration=50 ;this is most necessary. Can be higher if ya want.
Proximity=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes



The Acceleration= tag is the value that will prevent this projectile from behaving like some of its counterparts (e.g. certain missles, NormalBomb, stuff like that) when it misses and at values above 40 will almost nullify completely a veering effect.

The tag itself can be higher if you wish.

See the Words of Caution in the ModEnc entry for further info on what happens concerning Elevation and Line of Sight angles aka "why wont it fire directly below me from the cliff?"

The Weapon Projectiles thread is currently where most of the beginning of this came from.

Special thanks to IcySon55 for pointing me into an example to build off of to make this work.


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

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Fri Oct 27, 2006 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

yay, i tought that this was hardcoded
is it ok if i post this on other forums?

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 27, 2006 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Oct 07, 2009 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Not a major bump:) but how would you change the range of the weapon also, I think this may be useful for people in the future as well.

EDIT: Found it, for anyone interested look in the weapon statistics:P Excuse the bump:P

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Oct 07, 2009 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am planning on releasing a write-up on the intricate details of how the RA2 combat system works in November (specifically when the Thanksgiving break happens here in the States).

It will include many of the major factors including ROF scaling, projectile behaviors, what determines which weapon will shoot what, and other miscellaneous stuff.

When released it will be placed on ModEnc.

In the behaviors section it will include this topic Mortecha and what it entails and related stuff.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Oct 07, 2009 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I look forward to seeing it:)

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