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Help with drop pod and Ore Regenerator.
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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Mon Jan 17, 2011 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Nah I am using the Vanilla version of Yuri and my only aim is to turn the Spyplane into a superweapon and this I have done. It is a suicidal crashing bomb. It is all I need.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 17, 2011 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

This can make the DredMissile overpowered

If you'd like to make a weapon suicide use Dropping=yes on projectile and DamageSelf=yes on the plane.

What!On Vanilla YR my code works fine with deathweapon.

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Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Mon Jan 17, 2011 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I have change the Dreadnoughts missile to V3 and V3Rocket using dreadnought missile image.

So I just make the Dreadmissile not used by any other faction.

A note to thank those all whom had tried to help me... and now I give back something which any can used this discovery in their mod.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jan 17, 2011 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

This new found discovery of yours has been known since before the dawn of time, and if you would have just mentioned you were trying to make the spyp into a suicide plane/ flying missile, this could have been resolved along time ago. But I'm glad you got what you were looking for.

For future requests, I'd suggest posting with a little bit more info about the problem at hand instead of "Why wont the spyp's deathweapon work?" Wink

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The enemy shall be injected with toxic poison - Venom

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Mon Jan 17, 2011 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if it is discover since the dawn of time as you say cranium, some one could had directed me at where the solution is earlier. It could had saved me the headache at trying to hack this problem out. All the information, questions and request I had posted was plain and clear.. although I had used this post earlier for a different set of questions, but I don't say I did not get any help, the members of this forum are very helpful particularly you Cranium and others, yet again.. could had straight to the spot if this is done earlier.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 18, 2011 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

If they'd saved you the trouble you wouldn't have tried things or got your notepad dirty with bits of code.
What people in this thread have been doing is giving you hints and ideas on how to achieve your goal.
Now you're at the goal, and you did it without asking for some simple C/P code to solve your problem, which is definitely good Smile

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Tue Jan 18, 2011 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

If that the case, perhaps I can call on the forum for more help again.

Had anyone ever able to get both the Primary and secondary weapons slot of a unit fire both their weapons at the same time at a target?

I had experiment with the Gatling tank code, putting multiple infantry unit in a vehicles, the idea is either not ideal or it fail miserably.

My best effort after playing around with the verses, there was once a fluke the code works, but only once and I think it is a random error.

I had played around with the range of the weapons and such.. like Primary fires at range AXX, Secondary fire at Range MZZ

Had anyone done it with their mods? And using the vanilla version of yuri?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 18, 2011 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe there is an Ares request asking exactly that. So I'm going to guess that it isn't possible..

You could probably get them to fire in quite quick succession, but I think there's some kind of hardcoding to wait for one weapon to reload before firing the other.. Though it's been a while so I forget whether that's the exact reason.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jan 19, 2011 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Request number 504, to be exact.

Actually, both ROF and targeting disallow firing with two weapons. Currently YR (I guess this is correct for NP[Ext], too) checks the Primary and uses the Secondary only on the cases where the Primary won't work. If the target can be attacked with Primary, then it will be attacked with it.

The closest thing to fire two weapons is having an opentopped unit in YR with added operator logic in Ares.

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