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Help: Warhead on VERSES=
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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Wed Dec 17, 2003 12:42 am    Post subject:  Help: Warhead on VERSES= Reply with quote  Mark this post and the followings unread

From RA2 forum the Verses= on the warhead of 2 weapons I had works in RA2, but not in TS. WHY?

Code:
Primary=AttackGun
Secondary=AttackMis

[MisWH]
Verses=0%,100%,100%,100%,100%

[GunWH]
Verses=100%,0%,0%,0%,0%

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Wed Dec 17, 2003 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

The other stuff I needed to hav to make it work, I already know, but the verses is all I need to know about.

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Supersonic
Grenadier


Joined: 08 Jul 2003
Location: Australia

PostPosted: Wed Dec 17, 2003 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

its hardcoded i guess. so bad luck Goldy. it tried it my self and did not work

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Wed Dec 17, 2003 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah... its prolly something that they threw into the RA2 engine, that wasn't included in the TS engine

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Wed Dec 17, 2003 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

BUT in ts it is the WEAPON THAT DEALS MOST DAMAGE TO THE UNIT that is fired if it always fires one weapon that one is more powerfull so alter the damage or warhead

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Dec 18, 2003 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

what are you trying to do?

please post all of the code for those two weapons (inclued warheads and projectiles).

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu Dec 18, 2003 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

.....If you're saying what I think you're saying, perhaps it's because in RA2 there are more armor types than in TS...

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Fri Dec 19, 2003 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

To Kravvitz:

Two different weapons, 1 for INFANTRIES (AttackGun)
and 1 for ARMOR type units or building (AttackMis).




Code:
[COMMANCHE]
Name=Attack Helicopter
Primary=AttackMis
Secondary=AttackGun
Strength=1000
Category=AirPower
Armor=concrete
TechLevel=2
Sight=10
RadarInvisible=no
Landable=no
MoveToShroud=yes
Dock=NAHPAD,GAHPAD
Speed=14
PitchSpeed=1
Owner=GDI,Nod
Cost=1000
Points=20
FlightLevel=1200
ROT=5
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys


Weapons:

[AttackGun]
Damage=50
ROF=60
Range=25
Projectile=Invisible5
Speed=100
Warhead=SA2
Report=TSGUN4

[AttackMis]
Damage=30
ROF=50
Range=25
Projectile=AAHeatSeeker2 ; was HeatSeeker
Speed=30
Warhead=ORCAAP2
Report=ORCAMIS1
Burst=2


Projectile:

; Harpy Claw tracking projectile
[Invisible5]
Inviso=yes
Image=none
ROT=3
AA=yes
AG=yes

[AAHeatSeeker2]
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=8


Warhead:

[SA2]
Spread=5
Verses=100%,0%,0%,0%,0%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bright=yes
ProneDamage=70%

[ORCAAP2]
Spread=2
Wall=yes
Wood=yes
Verses=0%,100%,100%,100%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16
ProneDamage=50%

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Fri Dec 19, 2003 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

why the Landable=no and the Range=25?

I don't know why it's not working. I'm fairly sure I've seen this work in RA1 and TS before.

Are you sure that the copy of the rules.ini that you copied this from is the same copy that the game is using?

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Community Links Page
http://www.dynamicsitesolutions.com/

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Fri Dec 19, 2003 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

well listen to FM I beleive he's right, and there are less armor types in ts.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Dec 19, 2003 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are five types in TS and i don't see why this wouldn't work. It should.

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Sat Dec 20, 2003 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Kravvitz: 1:I thought it stays in air. 2: I want the weapons fire a little longe range. And yes, this is the copy from rules.ini.

TheDvD: It worked in RA2, but not in TS, nor in RA(<<but don't talk about this!!).

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Dec 20, 2003 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

this is the code that I used in a newbish RA1 mod I made several years ago.

Code:
; professor Einstein
[EINSTEIN]
Owner=allies
Prerequisite=tent,bio,hosp,dome
Primary=Sniper
Secondary=MammothTusk
Strength=150
Armor=heavy
TechLevel=6
Sight=6
Speed=6
Cost=250
Points=25
SelfHealing=yes
Infiltrate=yes
C4=yes
Sensors=yes
Crushable=no
DoubleOwned=yes

; sniper rifle
[Sniper]
Damage=100
ROF=5
Range=7.5
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=SILENCER

; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=MISSILE6
Burst=2

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
Explosion=1
InfDeath=1

; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
Explosion=5
InfDeath=2

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Community Links Page
http://www.dynamicsitesolutions.com/

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Dec 20, 2003 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know now this is an aircraft isn't it well ts aircraft can only have 1! weapon in yr those copter are vehicles and vehicles can have 2 weapons sorry dude this is a hard coded issue

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Goldy
Cyborg Engineer


Joined: 03 Jul 2003

PostPosted: Sun Dec 21, 2003 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

AWW MAN. That's total bogus. Mad


Then it do work in RA huh? Confused

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sun Dec 21, 2003 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess it will work in RA1 and TS on infantry and vehicles, just not on aircraft.

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Community Links Page
http://www.dynamicsitesolutions.com/

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