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Artillery strike?
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 11, 2013 2:06 pm    Post subject:  Artillery strike? Reply with quote  Mark this post and the followings unread

Any tips for making an artillery strike SW? I've been using a modified lightning storm, with the bolts replaced with arty shells etc. Got to be a better way tho...

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Apr 11, 2013 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The CCG artillery strike is actually an airstrike from invisible planes.......

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Apr 11, 2013 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try a bursted nuke, as far as I see, it can be used for a FireSW like thingie.

What I already know is that Nuke.Palyoad withoiut SiloLaunch works well.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Apr 11, 2013 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The lightning storm is better actually for most things of this matter, because it permits multiple shots.

Whereas even if a nuke with burst and other "scatter" commands, will shoot too fast with a delay of just 1 frame (no parent object to control BurstDelay?)

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Apr 12, 2013 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

While Lightning SW can grant you a larger range of shots, if you want small range (and as much as kenosis overuses airburst) airburst is the best bet.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Apr 12, 2013 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Theres also the problem that if you do use the Lightning Storm for it there can only be one Artillery Strike active on the map.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Apr 12, 2013 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

meteors still working in RA2?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Apr 12, 2013 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
meteors still working in RA2?


I think Eric "fixed" that... Or I'm thinking of random lightning storms.

Why not just use SpyPlane Clone and do it like how kenosis said. Give the Plane an infinite range weapon so that it'll fire the shells immediately upon start of the Superweapon.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Apr 12, 2013 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

a plane flies to the target
launches airburst weapon
airburst weapon's warhead animation loops and drop debris
debris detonation anim call down meteors

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 12, 2013 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Laughing



This is not a Nuke. But not a LStorm neither. And this gives you the option to create your barrage as well.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Apr 12, 2013 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Just shame that it can't be used to kill anything on water, since debris, upon impact with water, just displays one of the splash animations and does not even deal damage. If it wasn't for that, it'd probably be the best solution for something like this.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 12, 2013 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't care. It looks enough cool already. #Tongue

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Apr 12, 2013 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Just shame that it can't be used to kill anything on water, since debris, upon impact with water, just displays one of the splash animations and does not even deal damage. If it wasn't for that, it'd probably be the best solution for something like this.

Still a usable feature. Could be noted in the manual that the shells wont explode upon contact with water.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 12, 2013 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

umhhhhh, why?

That bug happens since TS.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 12, 2013 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its pretty noticeable in ra2 due to the naval component. I think its been noted in bug tracker as issue to fix.

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EVA-251
General


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

PostPosted: Fri Apr 12, 2013 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used the Lightning Storm method as well when doing an artillery strike for one my mods.

Assuming you want a "realistic" artillery strike (IE an entire battery of guns, inaccurate, prolonged and over a wide but targeted area), Lightning Storm is probably the way to go.

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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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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Apr 21, 2013 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, I know:

Invisible untargeteable planes dropping invisible untargeteable parabombs with invisible parachute that explode over target area xD

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