I saw it has ATA combat (mostly) thats just awesome!
Now my mod can be complete. (at least when its done)
EDIT: Just tested ATA combat with new RP.
When placed (under initial thinking, silly me >_>) under the projectile it does nothing even though the Locomotor when landed and AA=yes on the projectile it fires at aircraft in range. However when placed under the unit wanting to attack another (as VK apparently wanted) it works as he intended.
Pics below.
AircraftAttack1.JPG
Description:
Aircraft in pursuit under AACombat=yes. Yes it is actually chasing it.
Filesize:
122.22 KB
Viewed:
14762 Time(s)
AircraftAttack2.JPG
Description:
ATA missle has been fired and is in flight under AACombat=yes
(Yes I know about the bad terrain palette causing the near invisiblity of the shot, sue me)
Filesize:
136.95 KB
Viewed:
14762 Time(s)
AircraftAttack3.JPG
Description:
Aircraft that was destroyed by ATA missle under AACombat=yes
downloaded it man cncvk you rule now for ETS i supose WOOT _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Sun Oct 29, 2006 2:18 am Post subject:
hmm maybe you could have just made a new ini tag for aircraft types that is Interceptor=yes. this would have the same effect but it will use the most effective weapon. _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Oct 29, 2006 12:32 pm Post subject:
I know, very incredible work. Too bad it sucks against Kirovs
I tried to defend my CW base with Harriers with 2 Sidewinders, and that phailed with a PH of acid rain.
Very good. I would recommend you set the range of a AtA missile to be around 9, to be in RA2 scale, but in a general big scale mod, make it longer. Splash damage for the warhead and high acceleration is good for the projectile. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Oct 29, 2006 2:16 pm Post subject:
Yeah, that would shatter the already cracked balance in the game.
But intercepting B-2s and B-52s before they kill my con-yard sounds appealing. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Oct 29, 2006 2:47 pm Post subject:
Yeah, I think I got a nice air to air weapon for the Harrier.
First- Set Ammo to 2
(lower Maverick weapon damage if you want to compensate)
Weapon
Code:
[Sidewinder]
Damage=145 ;Not enough to kill a Harrier
ROF=10
Range=9 ;This should be a large number
Projectile=AirToAirMissile
Speed=70
Warhead=ORCAATA
Report=MigAttack
Burst=1
;MinimumRange=2 ;You may want to avoid getting planes too close to their targets, you may shoot your own planes down
Projectile
Code:
[AirToAirMissile]
Arm=2
Shadow=no
Proximity=no ;This may have an interesting effect, but I am not sure.
Ranged=yes ;This depends wholly if you want the missiles to never miss, making it quite dull.
AA=yes
AG=yes
Acceleration=10
Image=DRAGON
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Code:
;Harrier ATA Missile with splash.
[ORCAATA]
Wall=yes
Wood=yes
CellSpread=1.0
PercentAtMax=0.2
;This is just to allow a near hit to do some damage.
Verses=100%,100%,100%,100%,125%,100%,100%,100%,75%,100%,100%
;Remember, the 125% is Medium, or Kirov armor.
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ;You may want less ground based explosions
ProneDamage=50%
This weapon will not down a Harrier or light aircraft in a single missile, but rather require wasting both missiles shooting it down. To effectively down a Kirov, you will need at least 6 Harriers. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Sun Oct 29, 2006 10:55 pm Post subject:
it is over powered and I know how to play the game. I've creamed tony and he is one of the best players I've come across. I know how to kill a kirov I'm jsut saying WW screwed it up by giving it so much armor. _________________
CNCVk, i love you man. i really do. you have finally done something that the community has wanted since RA2 came out, and PD never did. i think it's great that your listening to the community and not just the big mod makers. i have a mod called Air Wars that will prolly be seeing some progress now that AA combat has been enabled. great job CNCVk, and now all we need is horizontal take and landing and the community is all set for aircraft _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Oct 30, 2006 1:08 am Post subject:
Well, they was skepticism on the possibility of air-to-air combat. Some people believed it could cause interference with targeting and many other functions and could possibly break other logic.
AtA combat was going to come, pd or CNCVK, it was just a matter of time. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
CNCVk, i love you man. i really do. you have finally done something that the community has wanted since RA2 came out, and PD never did.
Lest we forget PaD is the one who started this all, it is after all his jewel that gave us the opertunity to mod Yuri as we do, granted CNCVk has also contributed to this "patch" also, but after so much work and request's he decided to leave and persue other endevors.
Many thanks to both .exe editors and there work. QUICK_EDIT
it is over powered and I know how to play the game. I've creamed tony and he is one of the best players I've come across. I know how to kill a kirov I'm jsut saying WW screwed it up by giving it so much armor.
Lol, with all means, it isn't. it's slow and the warning sound makes it useless on big maps (and nutifies your argument that it has much armour). 4 flak tracks kill it, which is equal cost and equal build time. it might be a good unit for small maps or naval maps, but that's it. I've enough online experience, played with guys like Tomi or razorcutz or leownzall. QUICK_EDIT
Lol, with all means, it isn't. it's slow and the warning sound makes it useless on big maps (and nutifies your argument that it has much armour). 4 flak tracks kill it, which is equal cost and equal build time. it might be a good unit for small maps or naval maps, but that's it. I've enough online experience, played with guys like Tomi or razorcutz or leownzall.
Yeah truefeel is right and I've played with those players (although not leo). The Kirov is easily killable, and in fact the only thing I think it does which it is only good at is pressure. It pressures your opponent to begin producing flak/anti aircraft vehicles whilst you begin to make more ground combat tanks than him.
In short I think the Kirov is only good at what its best at, intimidation. I use them all the time usually _________________
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Mon Oct 30, 2006 10:40 pm Post subject:
at some speeds I over shoot where I'm going. Right click still takes to long and stop with this talking down to me about tactics. I know them. _________________
I'm not lazy I build like a maniac when I have enough resources. Best thing to stop a Kiroc I know is Rocketeers and Aegis Cruisers
NEVER, but also NEVER send in rocketeers. If the opponent notices it he can just send 2 flaks. say bye bye to all your rockies. What you need is hit 'n run with IFVs (and not with GGI BFs; a good sov. player makes uses of it when the BF is shotting at the kirov and not on the coming rhinoes.) QUICK_EDIT
I tested the RP together with Phearr online. It's just horrible. The gmae gets unplayable due too REs after 2 minutes in the game. And it is the fault of the new RP, b/c after that, we tried RP 1.07, which give no RE at all. I do not want to break your work down, but it's just not playable online... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Nov 06, 2006 2:09 am Post subject:
It's hard for him to test it online, because nobody has the same rock patch revision that he has (some internal alpha) and he doesn't have LAN. QUICK_EDIT
Which is the reason why, over at RPNF, half the people advocate revision/version internal beta tests every time a release comes out...but neither pd nor VK followed the suggestion so far. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
Is there even a tentative thinking as to how long 1.09 will take? Just curious. That and the lousy INT_DIVISION_BY_ZERO_VIOLATION from loading save games is really turning me off to modding with RP atm.
So shall I therefore assume itll be done anywhere from 2 weeks to 1 year?
Or should I just assume now that ATA combat is in, Rockpatch is nearing completion. QUICK_EDIT
with an AI on steriods , micro managment is thrown out the window
Not really; AI micromanages faster, but you can do it on more ways and smarter. AI can never reach the level of micromanagment of a human. Not on RA2, not on YR and not in real life. QUICK_EDIT
It does on Warcraft 3. Try microing faster than an Insane AI. Yes you can outsmart. Yes you can outfight. Yes you can overpower but you cant outmicro the AI there. (or at least its DAMN hard.) QUICK_EDIT
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