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Making a Kinetic weapon
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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Thu May 14, 2009 12:54 am    Post subject:  Making a Kinetic weapon
Subject description: Only effective against tanks/vehicles
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Don't forget to add these to the warheads list.

[Warheads]
=Kinetic
=KineticWH

; Making the tanks roll upside-down.
[Kinetic]
Damage=99.99 ; does not give damage to the unit at all.
ROF=0
Range=6
Speed=100
Warhead=KineticWH
Report=MagnetronAttack
Projectile=InvisibleAll
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
IsHouseColor=true
LaserOuterSpread= 100,100,100
LaserDuration = 10
IsLaser=true

[KineticWH]
CellSpread=0
PercentAtMax=0
Verses=0%,0%,0%,1%,0%,1%,0%,0%,0%,0%,1%
InfDeath=0
Wall=yes
Wood=yes
Rocker=yes


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

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri May 15, 2009 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

What is this warhead supposed to do? You didn't explain how this works...

Can these tags really work with these values? Have you tested this?

Lexa wrote:
ROF=0
PercentAtMax=0
Verses=0%,0%,0%,1%,0%,1%,0%,0%,0%,0%,1%

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Fri May 15, 2009 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

From the rules:
Code:
; 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


It will only shoot at targets you tell it to no matter what tags you have on the unit.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri May 15, 2009 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Except 1%'s logic doesn't actually work properly. Targets like a normal unit. Evident with the SNIPAH.

ROF=0 is perfectly valid. It means shot infinitely fast. Though I'm not sure why the OP didn't just use DirectRocker but I digress.

And PercentAtMax=0 is valid as well. Though it defeats the purpose of CellSpread when it's >0.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri May 15, 2009 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

ROF=-1 is infinite if i recall...

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri May 15, 2009 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Except 1%'s logic doesn't actually work properly. Targets like a normal unit. Evident with the SNIPAH.


Incorrect. 1% works exactly like its stated. (I've tested and confirmed this multiple times before)

2% doesn't quite work as stated. The unit will passive acquire with a 2% Verses.

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri May 15, 2009 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought versus affected the weapon damage versus different armors...

Anyway, does this really flip vehicles then?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri May 15, 2009 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Versus 100-3% do, anything lower is used for special case logic #Tongue

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri May 15, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, what happens to damage if it's under 3%? Is there some special rules for calculating damage then?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri May 15, 2009 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

As above.

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri May 15, 2009 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, I got that. What happens to damage if those values are used?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri May 15, 2009 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team SomeGuy wrote:
Incorrect. 1% works exactly like its stated. (I've tested and confirmed this multiple times before)

2% doesn't quite work as stated. The unit will passive acquire with a 2% Verses.

No. I've had 1% units retaliate on units even though they're not supposed to. Neither 1%, nor 2% work exactly as intended.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri May 15, 2009 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

TheNecro wrote:
I know, I got that. What happens to damage if those values are used?


What do you think happens?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat May 16, 2009 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

TheNecro wrote:
I know, I got that. What happens to damage if those values are used?

What the ztype do you think happens? It uses 1% of the Damage statement on the weapon. How hard is that?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat May 16, 2009 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well original intention was this by developers

; 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

I think this system was intended to "work" when the following tags didn't exist:

CanPassiveAquire=[yes/no]
CanRetaliate=[yes/no]

However when they coded those tags in, warhead % just work as normal modifiers to damage.

Also personally this tutorial is pointless? Your just making a weapon which rocks a unit constantly unless ingame it somehow "flips" the unit.

The Brute logic of Pushy=yes on the unit and DirectRocker=yes would achieve the effect more directly and rocking doesn't affect shp units making this useless against the Dolphin which uses light armour I believe.

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