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Setting roles for separate weapons on 1 unit
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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Fri Oct 13, 2006 12:53 pm    Post subject:  Setting roles for separate weapons on 1 unit
Subject description: How do I do that? Sorry if this is a redundant topic.
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Anyone here knows how to do make a unit fire two weapons at separate types of targets?

e.g.:
We all know RA1 Mammoth Tanks fire missiles at infantry and shells at tanks. But how on Earth can I do that in TS?

I tried referring to someone else's mod (downloaded from TiberiumSun). The name of the mod's CloseCall. The mod could do it. I can't.

I'm really sorry to ask if this is already a topic anyone would feel deja vu about. I barely went to TS mof forums. I tried browsing through the forum already. Came up with nothing. Please do send me a solution. If I deserved to be flamed/warned, by all means, do so.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Oct 13, 2006 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is set by verses. Each weapon does some damage (100 for instance) and the verses determine how much of that damage is set to different types of armour, eg light infantry gun does a lot of damage (100%) to other infantry, but when set to 0%, the weapon doesn't fire. So, just set your other weapon to fire at those armour types you want.

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Dreadlord
AA Infantry


Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Fri Oct 13, 2006 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Set warhead of shells to cause 0% damage to infantry armor type (in TS infantry armor is "none") in rules.ini
I guess it works in that way.

[120mmx]
Damage=50
ROF=80
Range=6.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=120MMX9
Anim=GUNFIRE
Burst=2
Bright=yes

[AP]
Spread=3
Wall=yes
Wood=yes
Verses=25%,65%,75%,100%,60%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

; Verses = damage value verses various armor types as percentage of full damage)...
;-vs- none, wood (buildings), light armor, heavy armor, concrete


the very first number in Verses= should be set to 0% (originally in TS it is 25%)
***********
Same with Mammoth missiles, [MammothTusk], but here you should set first number in Verses= to cause sugnificant damage to infantry.

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Sealab 2021 wrote:
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Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 13, 2006 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just one problem with that though.

Titans and any other AP Warhead unit will not be able to shoot infantry. Assuming no Secondary= is given.

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Dreadlord
AA Infantry


Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Sat Oct 14, 2006 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, yes, I've forgotten that Titan and Tick Tank use this warhead. In this case, give them another weapon with another warhead that uses the same Verses= as the original.

_________________
Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Sun Oct 15, 2006 3:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I set the tank's main guns to deal low damage to infantry. (ProneDamage = O%, 25% of total damage to armorless units)

And then vice versa to its missiles. Worked. But they still use shells to attack ALL targets at the longest range (that includes infantry). Both weapons are at the same max range - 6 cells. Solutions?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Oct 15, 2006 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Missiles with Range=7?

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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Mon Oct 16, 2006 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for trying, Tyler Adams. It didn't work, though.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 16, 2006 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

If you post the code your using it might give us an idea of what's wrong.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Oct 16, 2006 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want your unit to use shells specifically against other armor and buildings only, make a specific warhead. Likewise, create a new warhead specifically for use against infantry. This way, you wouldn't have to touch the [AP] that is generically assigned to normal tank,mech warheads.

add an entry to the warhead list

[Warheads]
NN=ANTIARMORAP
MM=ANTIPERSONWH

NN and MM are the numbers next in the series after the given warheads that came in with TS
this new warhead (ANTIARMORAP) should be 0%,W%,X%,Y%,Z%
where W,X,Y,Z are any numbers

the new warhead (ANTIPERSONWH) should be X%,0%,0%,0%,0%
where X is any number you'd want this warhead to be as effective as you'd want it to be

Now assign the desired anti armor/building weapon the:

Warhead=ANTIARMORAP

and the anti personnel weapon:

Warhead=ANTIPERSONWH

This should do the trick; your unit uses the anti armor/building strictly when engaging armor and buildings only and the anti personnel weapon when strictly against infantry

helped?

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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Tue Oct 17, 2006 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Way ahead of you.
Warheads:
1. AP = 0% against non-armor. (mostly infantry)
2. HE = 0% against armoreds.

Next problem:
You see, some light vehicles & stuctures also use the 'no armor' tag. So that means the missiles would be used against them. Changing them into armored objects would be a good answer, but that's not all too helpful.

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Oct 17, 2006 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just lower the newly armored unit's/building's strength to compensate.

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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Tue Oct 17, 2006 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about... I show everyone the mod in .mix format and let someone reverse-engineer it? Maybe someone might be able to spot my mistake.

This is not my mod. Downloaded. In this mod, GDI has an equivalent for the mammoth tank, a.k.a. Devastator. It's fully functional. Shells -> armor and missiles -> infantry.

Last edited by KajiTetsushi on Tue Oct 17, 2006 1:46 pm; edited 1 time in total

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Oct 17, 2006 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

At Colonel:

Armor is not a definition of how strong the target is.

It merely defines how the Warhead reacts when it hits. For example changing a building from Wood to Heavy wouldnt have very much detrimental difference but it would be weaker to AP fire. However, the Armor wouldnt actually make it anywhere more durable to many weapons.

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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Tue Oct 17, 2006 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

So... anyone?



CloseCall.zip
 Description:
It's not mine. I downloaded it. The source site is, idonno... so at least I still have the copy. Decipher it, please.

Download
 Filename:  CloseCall.zip
 Filesize:  509.43 KB
 Downloaded:  106 Time(s)


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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Oct 19, 2006 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

oh yeah I forgot to mention.... If you're going to edit the armor types, you have to edit all the weapons to correspond to the armor types too.

you see, I edited all the TS units and all my added units correctly so that their armor responds correctly to the verses tags associated with attacking/damaging warheads.

Yes it's true that some units carry the Armor=none tag and that's just where I fixed it.

To be more specific:

I alligned all infantry with Armor=none
I alligned all heavy infantry with Armor=wood
.. all light vehicles with Armor=light
.. all heavy vehicles with Armor=heavy
.. and all structures with Armor=concrete (with the exception of a few)

The result of my mod was this: some sort of rock-scissors-paper circle because I had [AP] deal 30% damage to Armor=none and when I wanted to specific tanks/heavy units to use specific weapons to infantry, I just gave them a new warhead similar to [AP]. Anti-tank infantry Units with the Armor=none tag now have an advantage over tanks because I had them carry [AP] weapons (which is good against Armor=heavy). I configured units with Armor=light to be effective against infantry by making them very fast and with high ROF with anti infantry weapons.

I'm telling you this because one of the desired results out of this re-organized armor types was that units used specific weapons for specific targets (i.e. to be exact: [AP] and its derivatives for light and heavy units, [SA], [HE] and [HollowPoint] and their respective derivatives for infantry) and all you have to do is assign the right weapons..

Basically to give you an idea:
example:

[E1]
Name=Light Infantry
Armor=none
Primary=Minigun
...

[BGGY]
Name=Attack Buggy
Primary=RFMGUN
Armor=light
...

[WEEV]
Name=IVI MRP-T2 Weevil Light Tank
Primary=75mmMD
Armor=heavy
...

[MBTNK]
Name=IVI SPAFV-24b Achron MBT
Primary=120mmMD
Secondary=M60mg
Armor=heavy
...

------------------------
[75mmMD]
Warhead=AP
ROF=30
...

[120mmMD]
Warhead=NOINFAP
ROF=90
...

[M60mg]
Warhead=HollowPoint
ROF=40
...

[RFMGUN]
Warhead=SA
ROF=5
...

[Minigun]
Warhead=SA
ROF=20
...
-------------
[SA]
Verses=100%,70%,50%,1%,20%
...

[AP]
Verses=30%,50%,100%,100%,40$
...

[NOINFAP]
Verses=0%,0%,100%,100%,40%
...

[HollowPoint]
Verses=100%,70&,0%,0%,0%
...

Now, you might want to reorganize the armor types like I did; it's not very tedious just be careful not to misspell them. Believe me, it's easier to assign specific weaponry against a category if you know what their armor type is..

You might think that all these are too troublesome to even bother or that editing the armor types wont do any good. But I can assure you that it works perfectly in my mod ... and adding specialized weapons for me now is easy as pie compared to when the armor types weren't signature to unit categories

Conclusion: as I see it: it's a combination of warhead, armor and weapon editing to create the specific weapon effect that you want.

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KajiTetsushi
Vehicle Driver


Joined: 13 Oct 2006

PostPosted: Thu Oct 19, 2006 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the help. I appreciate it very much. But if possible, could anyone of you download that sample mod over there, please? The mod's creator didn't change the armor for all the stuff, but he did do something to make the tank do that... somehow.

How come he could do it while I can't? What did he do to make it work?

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