Posted: Sun Nov 29, 2020 4:09 am Post subject:
A ejected JumpJet from an Aircraft?
The logic start from DeathWeapon.
In the AnimList of Warhead used by this DeathWeapon, use MakeInfantry to generate a dummy infantry.
Previously, I thought about SW use this dummy inf as designator, but failed with SW not firing even the AutoFire=yes had been set.
Code:
[SpawnGERWALK]
UIName=Name:Para
Name=Carpet Bombing
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=0.1
Type=UnitDelivery
Action=ParaDrop
SidebarImage=PARAICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
SW.AITargeting=Nuke
SW.AIRequiresTarget=infantry
SW.AIRequiresHouse=owner
SW.AffectsHouse=owner
SW.AutoFire=yes
SW.Designators=DESINF
SW.ShowCameo=yes
Deliver.Types=VF1GERWALK
LineMultiplier=0
SW.FireIntoShroud=yes
FlashSidebarTabFrames=0
SW.CreateRadarEvent=no
SW.Deferment=0
SW.Damage=0
SW.Warhead=HE
this is my SW code, besides this part, all other function has been tested, and this SW is also able to fire manually, I just wonder, how to make it fire automatically like, it is ejected from a crashing down airplane?
Not sure about AI targeting but I think you need this in the infantry too
DesignatorRange=2 Last edited by Mr.Hymn on Fri Dec 18, 2020 3:39 am; edited 1 time in total QUICK_EDIT
Make AI Targeting as Nuke, in RA2/YR, the Soviet's Nuclear Strike SW's highest priority is factory structures, battle labs, and construction yards, while the lowest of them all is tier 1 infantry units (like GI/Conscripts and Engineers).
Genetic Mutator prioritizes any infantry regardless of tier (or Tech Level), but it doesn't prioritize structures and vehicle units at all, only infantry, even if said infantry is a cyborg/non-human and cannot be mutated. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
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