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Overpowerable Anti-Air Tesla Coil problem
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Frank123
Combat Engineer


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Thu Jun 05, 2025 8:51 am    Post subject:  Overpowerable Anti-Air Tesla Coil problem Reply with quote  Mark this post and the followings unread

I've made an anti-air Tesla Coil with Overpowerable=yes, but it doesn't work properly. It just keeps firing Secondary Weapon at the target even without a Tesla Trooper.
After testing several times, it seems the culprit is the targeting logic (LandTargeting=1 and NavalTargeting=6), but removing those tags makes it fire at land targets too.
Is there any way to solve this?
Strangely, my Naval Tesla Coils work well with the targeting logic (LandTargeting=0 and NavalTargeting=5).

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 05, 2025 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

You could use the warhead and armor to restrict it to air units...

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Frank123
Combat Engineer


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Thu Jun 05, 2025 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I have to put AA=yes and AG=yes on the projectile so that the AA Tesla Coil can fire at paradrop targets too.

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Frank123
Combat Engineer


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Wed Jun 11, 2025 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos fixed my problem with the flag NoSecondaryWeaponFallback=true set on the building.

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adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Fri Jun 13, 2025 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Destroys every thing that comes into range, including planes, ships, paratroopers, surfacing submarines and enemy buildings.
Ares & Phobos not needed.

; Soviet Lightning Coil
[SLCASLC]
UIName=Name:Soviet Lightning Coil
Name=Soviet Lightning Coil
Image=SLCASLC
BuildCat=Combat
Prerequisite=POWER;NACNST,NATECH
Primary=SLCBolt
Secondary=SLCCoilBolt
Strength=1200
Armor=steel
TechLevel=5
Adjacent=2
Sight=16
Owner=Russians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=3500
Points=30
Power=-100
Crewed=yes
Capturable=false
Overpowerable=true
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DeathWeapon=SLCExplosion
;DieSound=BaseGunDie
DieSound=ElektricalExplosion
MaxDebris=60
DebrisTypes=AXLE,PIECE,GASTANK
DebrisMaximums=10,20,20
DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DestroyAnim=SLCASLCDM
DamageSound=LCDamaged
DamageParticleSystems=LGSparkSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
Turret=no
TurretAnimZAdjust=-100
ThreatPosed=45 ; This value MUST be 0 for all building addons
TeslaCoilPowerUp=SLTeslaCoilPowerUp
WorkingSound=SLCoilPowerOn
NotWorkingSound=SLCoilPowerOff
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AntiInfantryValue=25
AntiArmorValue=50
AntiAirValue=25
BuildLimit=3
AIBuildThis=yes; AiBuildThis=yes; wow4ik

; Fire by Lighnting Coil
[SLCBolt]
Damage=300
ROF=80 ;120
Range=14
Speed=100
Warhead=Electric
Report=SLCoilAttack
;Projectile=InvisibleHigh
Projectile=Invisible
IsElectricBolt=true
; SJM: Now using home-grown DelayedFire system. Charges=yes
IsHouseColor=true

; Fire by Lightning Coil while overpowered
[SLCCoilBolt]
Damage=775
ROF=45  ;100
Range=24
Speed=100
Warhead=Electric
Report=SLCoilSuper
;Projectile=InvisibleHigh
Projectile=Invisible3
IsElectricBolt=true
IsAlternateColor=true
;IsHouseColor=true

_________________
Strange...As strange as it may seem, I'm still, up here...floating.
And no one seems to notice.

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