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i need someone to explain this simple thing
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stephen1341
Grenadier


Joined: 13 Jun 2008
Location: behind you...

PostPosted: Wed Jul 09, 2008 1:28 am    Post subject:  i need someone to explain this simple thing Reply with quote  Mark this post and the followings unread

ok could you explain most of the parts in these like cellspread=1.5 because i do not know what these mean.





Report=JuggernautAttack

Anim=GUNFIRE

BurstDelay0=0 ;obsolete in ra2

BurstDelay1=24 ;obsolete in ra2

Burst=3

CellSpread=1.5

PercentAtMax=.15

Wall=yes

Wood=yes

Verses=100%,100%,90%,80%,60%,50%,40%,35%,30%,100%,100%

Conventional=yes

Rocker=no

InfDeath=2

AnimList=EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

Tiberium=yes

Sparky=no

High=yes

Image=120MM

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Jul 09, 2008 1:42 am    Post subject: Re: i need someone to explain this simple thing Reply with quote  Mark this post and the followings unread

Try taking a look at the comments... Most of this stuff is right there.

Code:
; **************************************************************************
; ***************************** Weapons ************************************
; **************************************************************************

; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.

; Anim = animation to display as a firing effect [use 8 for directional variation]
; AreaFire = indicates that the weapon fires at the current cell and does damage in a radius (def=no). Warning: This only works for secondary weapons right now.
; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
; Burst = number of rapid succession shots from this weapon (def=1)
; Camera = Reveals area around firer (def=no)?
; Charges = SJM: I have disabled this system.  Use IsAnimDelayedFire in ART.INI instead.  Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Floater = floats like a frizbee
; IonSensitive = Shuts down during an ion storm (def=no)?
; Lobber = does the projectile fly to target in a high arc (def=no)?
; MinimumRange = minimum range to target (def=0)
; Projectile = projectile characteristic to use
; RadLevel = the radiation level left by the weapon. (def=0)
; Range = maximum cell range
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Report = List of sounds to random play when firing
; Speed = speed of projectile to target (100 is maximum)
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
; UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
; Warhead = warhead to attach to projectile

; **************************************************************************
; **************************** Warheads ************************************
; **************************************************************************

; ******* Warhead Characteristics *******
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.

; Spread = Obsolete.  Kept entries to give benchmark for new spread system
; Wall = Does this warhead damage concrete walls (def=no)?
; WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound?  (def=no) ;gs
; Wood = Does this warhead damage wood walls (def=no)?
; Fire = Does this produce great heat and thus will melt ice (def=no)?
; Radiation = Is this a radiation weapon?  Certains units will be immune to this. (def=no)
; Tiberium = Does this warhead destroy tiberium (def=no)?
; Sparky = Does this warhead cause residual flames (def=no)?
; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
; Verses = damage value verses various armor types (as percentage of full damage)...
;           -vs- None, Flak, Plate //infantry
;            Light, Medium, Heavy //units
;            Wood, Steel, Concrete //buildings
;            Special_1, Special_2 //dunno yet
; 3-17 Special_1 is the Shock Trooper's electric armor.
; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot

; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down.  Fixing the bug is why I made 2%)
; A 0% means no force fire, no retaliate, no passive aquire
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire

; InfDeath = which infantry death animation to use (def=0)
;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; NEW ONES 6=Yuri head explode 7=Nuke Melt
; Even Newer 8=Virus explosion 9=Brute transformation
; Brand spankin new 10=get smashed into pieces by a brute
; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
; Particle = Particle effect to use when explosion occurs (def=none)
; ProneDamage = Damage modifer for infantry when prone (def=1.0)
; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
; CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%)
; Bullets = Is this weapon a bunch of bullet-like gunfire?  (def=no).
; CellSpread (def 0)= Replaces Spread and WideDamage.  This is actually how far damage from this warhead can spread
;   0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance
; CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying.
;   This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit.
; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly

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8BallPocket
Vehicle Driver


Joined: 26 Jun 2008

PostPosted: Wed Jul 09, 2008 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Here, I think I got these right. Somebody correct me if I'm wrong.

Report=JuggernautAttack Sound it makes

Anim=GUNFIRE Muzzle flash.

BurstDelay0=0 ;obsolete in ra2 Tiberian Sun - How much time from attack command to fire.

BurstDelay1=24 ;obsolete in ra2

Burst=3 How many rounds are fired at once

CellSpread=1.5 Splash damage

PercentAtMax=.15

Wall=yes Can it destroy walls?

Wood=yes Can it destroy trees?

Verses=100%,100%,90%,80%,60%,50%,40%,35%,30%,100%,100% Effect on various armor types

Conventional=yes

Rocker=no Does it rock the unit it hits? Shake it?

InfDeath=2 Which infantry death animation plays?

AnimList=EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Animations that can play on impact

Tiberium=yes Is it a tiberium warhead?

Sparky=no Does it cause sparks?

High=yes Uhm... I think this is asking whether or not it can go over cliffs.

Image=120MM Reference to the Art.INI entry.

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stephen1341
Grenadier


Joined: 13 Jun 2008
Location: behind you...

PostPosted: Wed Jul 09, 2008 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ok but how do you get a bullet to fire from the muzzle and turret. or different parts.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Jul 09, 2008 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

That's to do with the anim= tag..

Anim=MGUN-N

try that.

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stephen1341
Grenadier


Joined: 13 Jun 2008
Location: behind you...

PostPosted: Wed Jul 09, 2008 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

what do you mean?
do i have to make an animation of it shooting from the barrel?

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Jul 09, 2008 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Wait, do you want the bullets to actually fly from the barrel? Then yes, you have to make that.

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stephen1341
Grenadier


Joined: 13 Jun 2008
Location: behind you...

PostPosted: Wed Jul 09, 2008 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

well whats the usual way of making units fire from next to there barrel or turret

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Jul 09, 2008 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Um... making them fire?

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Jul 09, 2008 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread


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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Mon Jul 14, 2008 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you mean FLH?
You play with Forward Lateral Height values until it appears (it's 2D after all) it fires from the point of the unit you want.
It's an art(md).ini thing. Read more at the beginning of the file.

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Mon Jul 14, 2008 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


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stephen1341
Grenadier


Joined: 13 Jun 2008
Location: behind you...

PostPosted: Mon Jul 14, 2008 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

mireazma wrote:
Maybe you mean FLH?
You play with Forward Lateral Height values until it appears (it's 2D after all) it fires from the point of the unit you want.
It's an art(md).ini thing. Read more at the beginning of the file.



thank you, this is what i was looking for.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Jul 14, 2008 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

NewGuy wrote:
Beowulf wrote:
uh, BurstDelayX works in Red Alert 2 but it goes on the unit and only works on vehicles.
http://modenc.renegadeprojects.com/BurstDelayX

what it works? I remeber trying that before but it did not work

Yeah I thought that tag was Firestorm exclusive like all other special Firestorm code lines becaus it was added to TS:Firestorm.

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Mon Jul 14, 2008 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just tried Burstdelay, dont work.

Quote:
[mcv2Gun]
Damage=70
ROF=500
Range=20
Burst=20
BurstDelay2=10
Projectile=MLRS89Proj
Speed=1
Warhead=mcv2GunWH
Report=MLRSAryAttack
MinimumRange=10

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Tue Jul 15, 2008 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It goes on the VEHICLE, not the WEAPON. READ the damn article. Jesus Christ.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jul 15, 2008 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Dammit /ppm/ your retards are showing.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Tue Jul 15, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Tue Jul 15, 2008 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Beowulf wrote:
It goes on the VEHICLE, not the WEAPON. READ the damn article. Jesus Christ.

ahhh ok Fenring

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stephen1341
Grenadier


Joined: 13 Jun 2008
Location: behind you...

PostPosted: Tue Jul 15, 2008 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Tue Jul 15, 2008 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

got BurstDelay to work now, to bad there is a hardcoded limit after 10 bursts fired Sad

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Jul 15, 2008 11:52 pm    Post subject: Heres a guide Reply with quote  Mark this post and the followings unread

stephen1341 wrote:
ok could you explain most of the parts in these like cellspread=1.5 because i do not know what these mean.





Report=JuggernautAttack //Sound made by weapon firing.

Anim=GUNFIRE //muzzle flash

BurstDelay0=0 ;obsolete in ra2 // see BurstDelay article posted somewheres in here

BurstDelay1=24 ;obsolete in ra2

Burst=3 //number of shots fired per cycle (reload/cooldown/ROF/etc)

CellSpread=1.5 //splash damage range in RA2 cell denominations. Anything less than 1.0 causes no splash.

PercentAtMax=.15 // maximum damage that "gets through" on the fringes of a CellSpread value. This scales linearly from source of damage to edge of splash. See the article at ModEnc for more information.

Wall=yes //can I (this warhead) destroy walls?

Wood=yes //can I destroy wood-based objects? This includes trees, Ore/Tiberium spawns and bridges (or was that one Wall?)

Verses=100%,100%,90%,80%,60%,50%,40%,35%,30%,100%,100% //What the warhead does vs each armor type expressed as a percentage of Damage on a weapon. The Armor list for Verses in RA2/YR is None, Flak, Plate, Light, Medium, Heavy, Wood, Steel, Concrete, special_1, special_2. In this order when it comes to percentages.

Conventional=yes //does this warhead cause a splash when it hits water?

Rocker=no // will this weapon/warhead tilt vehicles and other voxels?

InfDeath=2 //Animation for infantry deaths.

AnimList=EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 //what the "impact" of a shot fired will look like in relation to a warhead. The higher the damage a weapon has that uses a warhead with a list of animations, the further on down that list the impact will show. For example, if Weapon1 has 10 damage and Weapon2 has 15, but both weapons have the same Warhead, Weapon2 will deal the second value in the AnimList, whereas Weapon1 will deal the first value.

Tiberium=yes //Does this behave like Tiberium in-game? I.E. spreads, grows, can be poisonous to some units.

Sparky=no // can this warhead spark residual fires. Was used for tree fire logic in TS. Does not work in RA2 per se.

High=yes // really old logic. Does this weapon travel "high"? I.E. able to traverse walls and cliffs.

Image=120MM // Image reference to Art(md).ini. What will the unit/structure/projectile look like? Each Image entry must have a corresponding part in Art(md).ini


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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jul 16, 2008 9:21 am    Post subject: Re: Heres a guide Reply with quote  Mark this post and the followings unread

SomeGuy[YR:SF] wrote:
Wood=yes //can I destroy wood-based objects? This includes trees, Ore/Tiberium spawns and bridges
Tiberium=yes //Can this WH damage Tiberium/Ore?

Fixed a bit for ya Wink

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Jul 16, 2008 1:29 pm    Post subject: Re: Heres a guide Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
SomeGuy[YR:SF] wrote:
Wood=yes //can I destroy wood-based objects? This includes trees, Ore/Tiberium spawns and bridges
Tiberium=yes //Can this WH damage Tiberium/Ore?

Fixed a bit for ya Wink


Isnt Tiberium also a tag concerning the Tiberium Spawns? Or am I looking at something else pseudo-related.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jul 16, 2008 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's in art.ini (or with VoxelAnims) where the tag Tiberium=yes spawns small patches of Tiberium...

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