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cloning v3launcher weapon code?
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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Mon Aug 03, 2009 11:18 pm    Post subject:  cloning v3launcher weapon code?
Subject description: i dont know how to clone it
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i want to clone the weapon code, and instead of the voxel it has i want it to be a smaller voxel, but the problem is that i donno how, where to put which name and what i have to do? can someone give me a hand with this Very Happy

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Aug 03, 2009 11:42 pm    Post subject: Re: cloning v3launcher weapon code? Reply with quote  Mark this post and the followings unread

kakrain wrote:
i want to clone the weapon code, and instead of the voxel it has i want it to be a smaller voxel, but the problem is that i donno how, where to put which name and what i have to do? can someone give me a hand with this Very Happy

You cannot have clones of the V3, Dreadnought or Boomer sub missiles in stock, unmodified Yuri's Revenge.

You would need to replace one of those three rockets with your new one.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Tue Aug 04, 2009 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, i c, too bad, ok then i will have to change them then thanks:P

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Aug 04, 2009 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

You might just be able to use the boomer missile, I think it's a little bit smaller. Anyways, if you are interested, you can accomplish this in Generals.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Aug 04, 2009 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Must you plug Generals in every single post you make on this section of the forum? (especially in regards to questions about things that ultimately don't work in stock YR.)

Now I don't know about him, but I would never move to Generals. Ever.

Kakrain, the upcoming (hopefully) Ares Patch will feature missile clones, and later versions of the older and much less stable RockPatch and NPatch also have missile clones. You may want to consider using one of those in the mean time, if you don't want to replace a currently existing missile.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Aug 04, 2009 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

But with the old patches, they're buggy and unstable online. And Ares is a bit off from being released due to D's increased workload away from Ares.

And yes, he can plug Genwals however he feels. At least modding for it is supported and flexible. If I could run Genwals, I'd mod it over YR.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Aug 04, 2009 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Generals.....what was i talking about?

I'm just tryong to spread the word that people can mod Generals, and they can do some stuff that normally they could not.

So, what do you have against modding generals?

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Aug 04, 2009 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
Generals.....what was i talking about?

I'm just tryong to spread the word that people can mod Generals, and they can do some stuff that normally they could not.

So, what do you have against modding generals?

Generals is not a funny game. Very boring

anyway kakrain you can add new missiles in YR with RockPatch or/and NPatch

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Tue Aug 04, 2009 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I personally don't care, but I can see where he's coming from. If I'm saying in every post:
But instead of ***, you can try out my mod!
It would become quite annoying.

I'm not picking sides or something, as I don't care and I haven't really noticed, but I can see what he means.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Aug 04, 2009 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
So, what do you have against modding generals?

Generals is not YR so it's an entirely moot point.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Aug 04, 2009 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
Generals.....what was i talking about?

I'm just tryong to spread the word that people can mod Generals, and they can do some stuff that normally they could not.

So, what do you have against modding generals?

This is the Red Alert 2 Editing Forum. Its description is as follows:
Improve your ra2/yr modding skills and help other future great modders.

Shameless plugs about CNC Generals in a topic related to RA2 modding would be like me going into Generals threads and saying to mod RA2 so you can have proper CNC base building mechanics. Its offtopic and not-helpful to the person asking the question, however true the information is.

And I don't mod Generals because the game is completely devoid of charm, you have no choice but Gen or gimmicky pseudo-CNC build-styles, poly limits, 3d modelling requirement, ugliness of stock infantry necessitating making new ones, to name a few.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Aug 04, 2009 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

the only thing you can really do is make new voxels and give it the v3 weapon. It requires 3 voxels, the vehicle, the vehiclewo, and the missile.
Remember to change the entry in rules.ini in the v3 section
V3RocketType=V3Rocket
to
V3RocketType=yourmissile

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Sussex_Cichlids
Medic


Joined: 31 Jul 2009

PostPosted: Thu Aug 06, 2009 7:37 pm    Post subject: COPY OF V3 LANCHER WEPON CODE Reply with quote  Mark this post and the followings unread

;Lobber=yes
; V3's rangefinder virtual weapon
[V3Launcher]
Damage=1
ROF=150
Range=18
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

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kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Thu Aug 06, 2009 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

hi EVA-251, yeah i have installed the NPatch Special Edition MDK, how can i clone the weapon with this patch?

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