Posted: Sun Sep 16, 2007 12:03 pm Post subject:
Parabombs with napalm particle effect
Well lets get to the point, I'm not very good at writing tutorials so ill explain as much as needed and simply paste in a working code that i have tested found to work.
As an added bonus Ill show you how to add a napalm looking effect to it.
First go to :
[InfantryTypes] ;and at the bottom add
XX=PBOMB ;(XX being the number to come after the last number in the existing list)
and then go to bottom of list:
[Animations]
XX=NAPALM
and now code it:
Code:
; The code
[PBOMB]
Name=Parabomb
Image=PBOMB
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes ; will attack on it's own.
CanRetaliate=yes ; self explanitory
Crushable=no
Insignificant=yes
AttackFriendlies=yes
Sensors=yes ; should i look for cloaked units ?
SensorsSight=255 ; big range
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes ; yep..
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=50
Armor=special_2 ; gets the special treatment i see.
TechLevel=-1 ; dont want to enable construction do we ?
Sight=8
Speed=0
DeathAnims=TWLT100I ; give it a big explosion
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes ; duh
Selectable=no ; you could change this..but i dont recomend it.
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes ; not treated as normal infantry basically
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=GenVehicleDie
TypeImmune=yes
;weapons, projectile, and warheads used or modified.
Code:
; weapon/death weapon
[KillMe]
Projectile=InvisibleAll
Damage=100
Warhead=ApocAP ; something hefty :P, you could simply make your own
Anim=TWLT100I
Range=255
ROF=10
Suicide=yes
FireInTransport=no
; instant attack apon landing weapon
[Parabomb]
ROF=15
Damage=300; I don't recommend going too high now..this is pushing it
Range=255
Projectile=DropP
Speed=100
Warhead=FireWH
OmniFire=yes ; attack without turning
Suicide=yes
RevealOnFire=no
Anim=CTDAM_A ; dummy commonly used
; a non picky invisible projectile
[DropP]
Inviso=yes
Image=none
AA=no
AG=yes
AN=yes
AS=yes
STOP HERE!! go to [Warheads] section and add XX=FireWH or you will get an internal error.
Code:
;warhead
[FireWH] ; just a copy of [Fire] but different
CellSpread=4.5
PercentAtMax=.10
Wood=yes
Verses=600%,500%,200%,75%,55%,60%,150%,50%,30%,100%,100%
InfDeath=4
Sparky=no
Fire=no
AnimList=NAPALM ; invisible animation with particle attached, remove this if you don't want particles
ProneDamage=100%
For the below FireCloud and FireCloud2 go to [Particles] section and do:
[Particles]
xx=FireCloud ; after last entry
xx=FireCloud2
; has no actual image but spawns particle with a fire image ;p
[NAPALM]
Normalized=yes
Layer=ground
SpawnsParticle=FireCloud ;the particle weapon.
NumParticles=8 ; not too many
Finally...
Ill use the American Paradrop Special as an example here.
go to [General] and find and change to AmerParaDropInf=PBOMB
and then go to AmerParaDropNum=5 ; pick a number..any number but try to keep it sane
Nice....
But would be nice to have a TS napalm strike which has some cool animation to use... _________________ http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url] QUICK_EDIT
Posted: Sun Dec 21, 2008 9:37 pm Post subject:
Re: Parabombs with napalm particle effect
Tony wrote:
Well lets get to the point, I'm not very good at writing tutorials so ill explain as much as needed and simply paste in a working code that i have tested found to work.
As an added bonus Ill show you how to add a napalm looking effect to it.
First go to :
[InfantryTypes] ;and at the bottom add
XX=PBOMB ;(XX being the number to come after the last number in the existing list)
and then go to bottom of list:
[Animations]
XX=NAPALM
and now code it:
Code:
; The code
[PBOMB]
Name=Parabomb
Image=PBOMB
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes ; will attack on it's own.
CanRetaliate=yes ; self explanitory
Crushable=no
Insignificant=yes
Sensors=yes ; should i look for cloaked units ?
SensorsSight=255 ; big range
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes ; yep..
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=50
Armor=special_2 ; gets the special treatment i see.
TechLevel=-1 ; dont want to enable construction do we ?
Sight=8
Speed=0
DeathAnims=TWLT100I ; give it a big explosion
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes ; duh
Selectable=no ; you could change this..but i dont recomend it.
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes ; not treated as normal infantry basically
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=GenVehicleDie
TypeImmune=yes
No javier. Just no... You didn't read the thread did you? Of course not... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
A problem, that comes with this, is that all of enemy's hidden units (subs...) will be exposed. And if you're playing with Short Game off, and your enemy's got kirovs or helicopters in the air, the bombs will just land and stay there. QUICK_EDIT
Let me guess, you placed Parachuted=yes in the aircraft's projectile huh?
*ahem*
No, he made the aircraft fire infantry (that look like parabombs) like the normal paradrop planes.
Then he made the parabombs kill themselves on impact (really large range weapon, that has Suicide=yes), and with their deathweapon do major damage and spawn fireparticles via new particle systems.
I'm sure you knew all that though. Can you please put it with your Hex editing?
Cuz Javier patch will b sooo cool for moders QUICK_EDIT
1. Open up XCC Mixer
2. Search (Ctrl F) for "rulesmd.ini"
3. Rightclick-extract to Ra2 directory.
plz
yeah i know how but i wan the rulesmd.ini with parabombs code Last edited by sunbinyuan on Sun Dec 28, 2008 3:14 am; edited 1 time in total QUICK_EDIT
You must add it yourself, you can't get others to do the work for you.
Besides, rulesmd.ini is the easiest form of modding in Ra2YR,
if you can't even handle the rules, then you don't have much of a future for modding... QUICK_EDIT
You must add it yourself, you can't get others to do the work for you.
Besides, rulesmd.ini is the easiest form of modding in Ra2YR,
if you can't even handle the rules, then you don't have much of a future for modding...
yes but where put the code in rulesmd.ini;
EX:[PBOMB]
Name=Parabomb
Image=PBOMB
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes ; will attack on it's own.
CanRetaliate=yes ; self explanitory
Crushable=no
Insignificant=yes
Sensors=yes ; should i look for cloaked units ?
SensorsSight=255 ; big range
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes ; yep..
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=50
Armor=special_2 ; gets the special treatment i see.
TechLevel=-1 ; dont want to enable construction do we ?
Sight=8
Speed=0
DeathAnims=TWLT100I ; give it a big explosion
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes ; duh
Selectable=no ; you could change this..but i dont recomend it.
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes ; not treated as normal infantry basically
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=GenVehicleDie
TypeImmune=yes QUICK_EDIT
It's an infantry, you put that in the INFANTRY section and then add its name to the bottom of the INFANTRY list. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
; has no actual image but spawns particle with a fire image ;p
[NAPALM]
Normalized=yes
Layer=ground
SpawnsParticle=FireCloud ;the particle weapon.
NumParticles=8 ; not too many
A problem, that comes with this, is that all of enemy's hidden units (subs...) will be exposed. And if you're playing with Short Game off, and your enemy's got kirovs or helicopters in the air, the bombs will just land and stay there.
If you don't want your bomb to reveal submarines and cloaked units then Sensors=no on [PBOMB] which the original poster had said in his Sensors=yes ; should i look for cloaked units ? (note that anything after ; on a line is unread by the game engine, these are comments to aid modding)
[KillMe] weapon should use Projectile=InvisibleAll and Range should be a high value like 255 (not -2 because that is special case for spawner weapons) [PBOMB] should have AttackFriendlies=yes
The effect is
- The unit when it "lands" will consider friendly units and airborne targets as threats, thus killing the unit and detonating the "payload" i.e. DeathWeapon= praticially 99.9% of the time.
You can obtain parabomb art here if you a making a mod which uses artmd.ini art
2. You cannot add new art/artmd.ini entries to a map file. There is a way to add the napalm effect but I would explain it another day.
3. The tags SpawnsParticle= NumParticles= are only used in YR (virus death animation spawning poison clouds)
4. Also at moment it will be a invisible bomb on a parchute so if for map consider using Image=CTECH or any infantry art where the unit can fire a weapon.
Finally a simple tip to upload loads of ini changes to a map instead of individually inserting tags
1. Copy all the tags and revelant [] sections into notepad.
2. Click File - Save As - Save As Type - All Files. Save the file as something like mapchanges.ini (the .ini is important) - you have created a ini file
3. Use Ini Editor, insert another ini content feature
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