Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sun Jul 13, 2025 1:21 pm
All times are UTC + 0
Propaganda waepon
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [15 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Fri Mar 23, 2007 6:46 pm    Post subject:  Propaganda waepon Reply with quote  Mark this post and the followings unread

In a mod (don't remember it's name Sad ) I played with a tank that did turn enemyes over to my side after i short while. The distance from the tank and it's victimes made a difference how fast infentry (only) got "attacked" by the propaganda. The tank was the RA2 prpaganda truck, the one with the large speakers at back.

Can someone show me how this weapon was coded, or how to do a simular effect/weapon? Wishing for help #Tongue

_________________
This is a signature

Back to top
View user's profile Send private message Visit poster's website
Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Fri Mar 23, 2007 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

the mod is purple alert, I'd help but i don't have it anymore.

_________________
Join My forum (please??)

Back to top
View user's profile Send private message Skype Account
Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Fri Mar 23, 2007 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, that might help. But i don't want to rip the code, besides, who made the code? Perhaps I should ask him before I use it...
OR, do someone els know how to do a simular wepon?

_________________
This is a signature

Back to top
View user's profile Send private message Visit poster's website
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Mar 24, 2007 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Well one way you could do this is by using mind control, and using -1 as the amount and they would be mind controlled, I can't quite remember the ranging code.
You could also use the EMEffect on the warhead and make it 1% on infantry and/or units. This would be a different, paralyzing method.
Third, using the squid paralyzes code for a certain amount of frames - 900=1 minute and you could have the weapon area fire for a large radius and as long as the units were within radius they would be paralyzed for a time.
Dang that was long, will post actual code if I remember it.
EDIT: I think range delay was the OilExplosion's Delay coding.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Mar 24, 2007 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, I will test thet.

_________________
This is a signature

Back to top
View user's profile Send private message Visit poster's website
TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Apr 10, 2007 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[PROPA]
UIName=Name:PROPA
Name=Propaganda Truck
Prerequisite=NAWEAP
Strength=100
Primary=MindControl
Category=Transport
Armor=light
DeployTime=.022
TechLevel=1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1750
Points=20
ROT=5
Crusher=yes
Turret=no
Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
AmbientSound=PropagandaTruck
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=yes
ImmuneToPsionics=yes
;Bombable=no
Size=3
SizeLimit=2
Trainable=no

[MindControl]
Damage=5;Number of mind control links
ROF=100
Range=7
Projectile=PsychicControl
Speed=100
Warhead=Controller

[PsychicControl]
;Image=YURBLANK ; an invisible missile with a trailer
;ROT=100
Inviso=yes
Image=none
;Shadow=no
;Proximity=yes
;Ranged=yes

;Report=YuriMindControl
Anim=YURICNTL

[Controller];Mind control warhead.  Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
MindControl=yes
AnimList=YURICNTL
FireOnce=yes

This code may still need to be edited, it should work
its from YR so i'm not quite sure i'll test it in a min.
replace the old codes if there are any but i see no reson why it should'nt work.

_________________


Back to top
View user's profile Send private message Send e-mail Skype Account
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Apr 10, 2007 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

*ahem* damage - it'll work like EMP... then damage will use for a time usage...

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Apr 10, 2007 10:37 pm    Post subject: Re: Propaganda waepon Reply with quote  Mark this post and the followings unread

Dupl3xxx wrote:

Can someone show me how this weapon was coded, or how to do a simular effect/weapon? Wishing for help #Tongue

Just trying to help 0-0,
something is better than nothing gufu.
i'm not a master at coding i'm still sort of new to it.

_________________


Back to top
View user's profile Send private message Send e-mail Skype Account
Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Tue Apr 10, 2007 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wonder if it was just a gattling weapon.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Thu Apr 12, 2007 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the help! And yes, I wanted a simular effect, 'cos then I could use it as abase for a new weapon Laughing

_________________
This is a signature

Back to top
View user's profile Send private message Visit poster's website
TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Apr 17, 2007 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

If that code works u can try this

Code:

[SuperMindControl]
Damage=10;Number of mind control links
ROF=50
Range=7
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes

[ControllerBuilding];Mind control warhead.  Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL

But its really unbalanced because it can take over buildings,
(((but really fun to try))).

_________________


Back to top
View user's profile Send private message Send e-mail Skype Account
TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Apr 17, 2007 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

The Forgotten wrote:
If that code works u can try this

Code:

[SuperMindControl]
Damage=3;Number of mind control links
ROF=100
Range=7
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes

[ControllerBuilding];Mind control warhead.  Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL

But its really unbalanced because it can take over buildings,
(((but really fun to try))).

_________________


Back to top
View user's profile Send private message Send e-mail Skype Account
TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Tue Apr 17, 2007 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Opps double post for some reson.srry Confused .

_________________


Back to top
View user's profile Send private message Send e-mail Skype Account
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Apr 17, 2007 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm... interesting - so damage control N of units what can be controled? Is thee EMP logic in yuri?

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Wed Apr 18, 2007 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, EMP logic is scrapped in YR...unless you use the RP to enable it, but I'm not sure it works 100% of the way. Instead of merely asking, one such as yourself could test it.

In YR, the N damage number controls how many units you can mind-control, as you said. Using MasterMind logic, you can go over that limit, but recieve damage as set in the rulesmd.ini code, somewhere in either [General] or [CombatDamage], or something similar.

_________________


Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account AIM Address
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [15 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.3474s ][ Queries: 11 (0.0489s) ][ Debug on ]