First one can be done with an animated projectile. SHP is prefferable as you can keep it "spinning"
Second is projectile tag FlakScatter=yes/no & Inaccurate=yes/no together makes the unit even have worse accuracy. FlakScatter is only added if you want more inacurracy
Last one isn't possible yet. SimpleDeployer atm only allows you changing from a mobile to an immobile version. _________________ ~ Excelsior ~ QUICK_EDIT
Last one is possible albeit it looks bad, the old minelayer logic, where you deploy into a self-destructing invisible building with FreeUnit being the next unit, but it's very messy. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Last one can be done but very hackish imo where you have 2 dummy buildings so you can have it deploy into the other version.
Example:
Unit A -> Deploys into Building A -> Undeploys into Unit B -> Deploys into Building B -> Undeploys into Unit A _________________ ~ Excelsior ~ QUICK_EDIT
a) Add Burst=(How many extra shots the weapon fires) in the Units Weapons. Next, in Art.ini go to the Units Entry and on their PrimaryFire or SecondaryFire FLH, The Second set of digits are for calculating where the second shot comes from.
b) Nope
c) You can make it use ChargeTurret (Cannot use Gattling Logic or IFV Gunner and limited to 1 Weapon Type) or using a SHP Vehicle _________________ ~ Excelsior ~ QUICK_EDIT
b) You could use Gattling (& Ares Gattling.Cycle=) logic & make the gap between first & second stage 0. It should fire two weapons at nearly the same time then. _________________
b) a) Add Burst=(How many extra shots the weapon fires) in the Units Weapons. Next, in Art.ini go to the Units Entry and on their PrimaryFire or SecondaryFire FLH, The Second set of digits are for calculating where the second shot comes from.
Ah, but I wan to fire about 6 at a time, all from different areas. Idk if that would work. (Think of an MRLS that would be in RA2 except the missiles are all launched from places that are far apart from each other) QUICK_EDIT
a) Only from 2 locations. With multi burst and non-zero value in Lateral (L) of FLH, shots alternate between left and right.
Say a Burst=14 with non-zero L value in FLH, will make 2 stream of projectiles at the start and become one at the target.
Animated projectiles with multi burst makes some good visuals. QUICK_EDIT
I have one more question (if you guys are getting annoyed by this, then I'll stop) but could a flying unit deploy into a building? Or would the building just majestically float in the air like so flying war factory.
And actually one more question. Is it possible to have a vehicle as a prerequisite for units or buildings.
Thanks again, I've made more progress than otherwise possible though, thanks to you. QUICK_EDIT
For some reason I distinctly remember the ability to have multiple ammo images (for example the DreadnoughtWO.vxl and the Dreadnought.vxl(yes I am fully aware that these are not the actual names)) could you guys tell me how to use this again? QUICK_EDIT
You need to have a xxxWO version of the voxel. (xxx is the name of the Unit)
This is only usable on Spawner Type Units. The Aircraft Carrier (Though not using it),V3 Truck,Dreadnought & Destroyer all use this to achieve how their Decks don't have their respective Aircraft Types. _________________ ~ Excelsior ~ QUICK_EDIT
You need to have a xxxWO version of the voxel. (xxx is the name of the Unit)
This is only usable on Spawner Type Units. The Aircraft Carrier (Though not using it),V3 Truck,Dreadnought & Destroyer all use this to achieve how their Decks don't have their respective Aircraft Types.
Ah, but can you have it so that you have say, a different voxel for each missing ammo? QUICK_EDIT
More Questions:
a) Can you use infantry as ammo?
b) Can you have Secondary and Primary ammo?
c) Can you make a mind control that only affects infantry? QUICK_EDIT
a) Infantry with ammo is broken in the main game, but works with Ares as far as I know.
b) Yes and no. Primary and Secondary will share ammo.
c) Yes, via warhead Verses. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri May 02, 2014 6:57 am Post subject:
Bullfrog logic is only in RA3.
C certainly works if one sets that up right. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
a) Is it possible to make it so that one weapon is turreted but other one isn't?
b) Is it possible to make it so that when a vehicle is built, it makes multiple vehicles (i.e. using that thing that makes things follow other things(10/10 description ))
c) Is it possible to make it so that a tank has more than one gatling weapon?
d) Can you make it so that any infantry can capture only certain vehicles (i.e. being able to hijack cars, however, not tanks and such.)
e) Is it possible to make variables and such (i.e. if #of GIs = 5, allow player to make certain tank. or other variables, such as amount of times that a certain superweapon is cast.) QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jun 26, 2014 8:21 am Post subject:
gistop wrote:
a) Is it possible to make it so that one weapon is turreted but other one isn't?
You can't do that. OmniFire means that the unit will ignore it's own facing to attack. If a unit has a turret, OmniFire will gonna ignore the turret.
Some voxel projectile settings (small ROT, CourseLockDuration and stuff) can result with the unit actually not using it's turret to face directly to the target tho, but these ones usually fail when the firer is ontop of a cliff. If you're interested, I can mine out my such projectile.
gistop wrote:
b) Is it possible to make it so that when a vehicle is built, it makes multiple vehicles (i.e. using that thing that makes things follow other things(10/10 description ))
I am thinking the Red Guard mechanic of Generals here (which are trained in pairs) You can only do that with infantry (putting a dummyweapon or killing attachanim to activate deathweapon, deathweapon has Cluster=X and it's a mutation to the intended infantry), since you can't spawn vehicles.
gistop wrote:
c) Is it possible to make it so that a tank has more than one gatling weapon?
If you mean firing two weapons at the same time, IMO try with small stages and use all 6 stages. Or experiment with Splits.
Also, the question is silly, because units have WeaponStages*2 weapons, with odd weapons used against ground and even against air.
gistop wrote:
d) Can you make it so that any infantry can capture only certain vehicles (i.e. being able to hijack cars, however, not tanks and such.)
e) Is it possible to make variables and such (i.e. if #of GIs = 5, allow player to make certain tank. or other variables, such as amount of times that a certain superweapon is cast.)
No. _________________ "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... QUICK_EDIT
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