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Images needed to create a para drop weapon
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Apr 06, 2011 12:08 pm    Post subject:  Images needed to create a para drop weapon
Subject description: Ares really saves a lot of working around
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Aircraft,PadAircraft:HALODROPPER
Infantry:DUMMYINF9
AnimToInfantry list:DUMMYINF9
Warhead:GETE2,GetDropDummy

For NPext Only
:*********************************Rules********************************

[ParaDropWP]
Damage=1
ROF=14
Range=8
Projectile=InfantryDrop
Speed=10
Warhead=TargetingWH
AreaFire=yes
Anim=Something
Report=ParachuteDrop

[TargetingWH]
Verses=6%,6%,6%,5%,5%,5%,5%,5%,5%,5%,5%
;InfDeathAnim=INVISO
InfDeath=5
AffectsAllies=no

[InfantryDrop]
Arm=1
Airburst=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=INVISOA
AA=no
FlakScatter=yes
Inaccurate=yes
Cluster=9
AirburstWeapon=StartWP
Vertical=yes


[StartWP]
Damage=1
ROF=14
Range=8
Projectile=StartPr
Speed=10
Warhead=TargetingWH
AreaFire=yes
Report=ParachuteDrop




[StartPr]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=yes
Acceleration=100
AG=yes
Image=INVISO
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Airburst=yes
AirburstWeapon=KillDM40

[GetDropDummy]
CellSpread=1
PercentAtMax=1
Conventional=yes
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,100%,0%
AnimList=TOINF9
Sparky=no
AffectsAllies=no


[KillDM40]
Damage=1
ROF=3
Range=5
Projectile=InfantryDrop0
Speed=1
Warhead=GetDropDummy
Report=HornetAttack


[InfantryDrop0]
Image=E2DROP
FirersPalette=yes
Arm=10
Shadow=no
FlakScatter=yes
Airburst=yes
Inaccurate=yes
Acceleration=0
Vertical=yes ;can't turn or do much of anything. Just stays on the vector of its initial shooting (up or down)
DetonationAltitude=20000 ; Needs this to prevent premature explosionation since uses same system as nuke
AirburstWeapon=KillDM4A


[KillDM4A]
Damage=1
ROF=3
Range=5
Projectile=InfantryDrop2
Speed=30
Warhead=GETE2
Report=HornetAttack


[InfantryDrop2]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=INVISO
AA=no
AirburstWeapon=KillDM4B
Vertical=yes
DetonationAltitude=0
IgnoresFirestorm=yes

[KillDM4B]
Damage=1
ROF=3
Range=5
Projectile=InfantryDrop3
Speed=30
Warhead=GETE2
Report=HornetAttack


[InfantryDrop3]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=INVISO
AA=no
Airburst=yes
AirburstWeapon=KillDM4C
Vertical=yes
DetonationAltitude=0
IgnoresFirestorm=yes

[KillDM4C]
Damage=1
ROF=3
Range=5
Projectile=InvisibleVertical
Speed=30
Warhead=GETE2
Report=HornetAttack


[GETE2]
CellSpread=10
PercentAtMax=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,100%
InfDeathAnim=TOINF11
Sparky=no
AffectsAllies=no
ImmunityType=NoDog


[HALODROPPER]
UIName=Name:BOMBER
Name=BOMBER
Image=PDPLANE
Prerequisite=GAAIRC
Primary=ParaDropWP
Secondary=StartWP
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=400
Category=AirPower
Armor=light
TechLevel=1
EMPHardened=yes
FlightLevel=4000
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
;Speed=12
Speed=12
;PitchSpeed=0.9
;PitchAngle=0

PitchSpeed=1.1
PitchAngle=0
AACombat=yes
OmniFire=yes

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry

Cost=2000
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=PDPlaneMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes


[DUMMYINF9]
AllowedToStartInMultiplayer=no
Category=Soldier
DontScore=yes
DontSayUnitLost=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Image=EMPTYINFANTRY
LegalTarget=no
CanPsssiveAquire=no
DamageSelf=yes
Insignificant=yes
Primary=Cleaner
Secondary=MissileLauncher ;GEF New Guardian GI weapon
OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=1
ImmuneTo=BuildingDeploy
Pip=white
PixelSelectionBracketDelta=-10000
Selectable=no
Armor=special_2
TechLevel=-1
Sight=0
Speed=0
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=0
Soylent=150
Points=0
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry



ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeployedCrushable=no
DeploySound=GuardianGIDeploy
UndeploySound=GIUndeploy
ElitePrimary=M60E
EliteSecondary=MissileLauncherE ;GEF New Guardian GI weapon
;EliteSecondary=ParaE
IFVMode=16
PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket
Spawned=yes

[Cleaner]
Projectile=Invisible
Damage=1
Warhead=RailShot
Anim=RING1
Range=255
ROF=10
Suicide=yes




[MINEDUMMY]
TurretCount=1
WeaponCount=17
Gunner=yes
EliteWeapon3=KillDM4B
EliteWeapon2=KillDM4A
DeathWeapon=KillDM40
EliteWeapon1=KillDM4C


;*******************************Art***********************************

[TOINF9]
Layer=ground
MakeInfantry=1
Shadow=no

[TOINF11]
Layer=ground
MakeInfantry=2
Shadow=no
Rate=900


[Something]
Remapable=no
CanBeHidden=no
Trailer=BombDebrisA
TrailerSeperation=4
TrailerAnim=BombDebrisA
SpawnDelay=4
LoopCount=70


[BombDebrisA]
Image=DRAGON
Elasticity=0.4
MinZVel=-10.0
MaxXYVel=1.0 ;6.0
ExpireAnim=S_TUMU22
Damage=25
Shadow=no
DamageRadius=1250
Warhead=HE
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
Shadow=no
[E2DROP]
AnimLow = 20
AnimHigh = 50
AnimRate = 1


[EMPTYINFANTRY] ; Allied Attack Dog
Cameo=ADOGICON
AltCameo=ADOGUICO
Sequence=EMPTYSequence
Crawls=no
Remapable=yes
FireUp=6
PrimaryFireFLH=0,0,0

[EMPTYSequence]
Ready=0,1,1
Guard=0,1,1
Prone=2,1,6
Walk=8,6,6
FireUp=2,6,6
Down=2,2,2
Crawl=5,6,6
Up=1,2,2
FireProne=3,6,6
Die1=2,15,0,W
Die2=11,15,0,E
WetAttack=2,3,5
Idle1=24,15,0
Idle2=11,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Fly=23,6,6
Hover=14,6,6
FireFly=25,6,6
Tumble=15,15,0
AirDeathStart=1,2,0;gs a split of Tumble, which is unused
AirDeathFalling=23,1,0
AirDeathFinish=13,6,0
Cheer=1,15,0,E
Paradrop=1,1,0
Panic=1,1,1
Tread=2,6,6
WetDie1=1,3,0
WetDie2=1,4,0
Swim=2,2,2
WetIdle1=1,10,0,S
WetIdle2=4,10,0,E
WetDie1=6,6,0
WetDie2=7,6,0




If you are using Ares,you needn't anything about the dummy unit.Set KillDM40's warhead animlist to TOINF11,delete the rest of its weapon,and that's all.

However with Ares the bombardment stops working.So strange.Even with original YR it works fine.



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gamefreak11221
Cyborg Soldier


Joined: 10 Jul 2009
Location: Philippines

PostPosted: Thu Apr 07, 2011 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually that was a good superweapon but a little bit cheating-type...

Anyway, any concept design or reference for the building?I can do it for you but its a pixel art

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