Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Fri Mar 23, 2007 6:46 pm Post subject:
Propaganda waepon
In a mod (don't remember it's name ) I played with a tank that did turn enemyes over to my side after i short while. The distance from the tank and it's victimes made a difference how fast infentry (only) got "attacked" by the propaganda. The tank was the RA2 prpaganda truck, the one with the large speakers at back.
Can someone show me how this weapon was coded, or how to do a simular effect/weapon? Wishing for help _________________ This is a signature QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Fri Mar 23, 2007 10:49 pm Post subject:
OK, that might help. But i don't want to rip the code, besides, who made the code? Perhaps I should ask him before I use it...
OR, do someone els know how to do a simular wepon? _________________ This is a signature QUICK_EDIT
Well one way you could do this is by using mind control, and using -1 as the amount and they would be mind controlled, I can't quite remember the ranging code.
You could also use the EMEffect on the warhead and make it 1% on infantry and/or units. This would be a different, paralyzing method.
Third, using the squid paralyzes code for a certain amount of frames - 900=1 minute and you could have the weapon area fire for a large radius and as long as the units were within radius they would be paralyzed for a time.
Dang that was long, will post actual code if I remember it.
EDIT: I think range delay was the OilExplosion's Delay coding. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 30 Dec 2006 Location: Hidden In Tiberium Field
Posted: Tue Apr 10, 2007 12:30 pm Post subject:
Code:
[PROPA]
UIName=Name:PROPA
Name=Propaganda Truck
Prerequisite=NAWEAP
Strength=100
Primary=MindControl
Category=Transport
Armor=light
DeployTime=.022
TechLevel=1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1750
Points=20
ROT=5
Crusher=yes
Turret=no
Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
AmbientSound=PropagandaTruck
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=yes
ImmuneToPsionics=yes
;Bombable=no
Size=3
SizeLimit=2
Trainable=no
[MindControl]
Damage=5;Number of mind control links
ROF=100
Range=7
Projectile=PsychicControl
Speed=100
Warhead=Controller
[PsychicControl]
;Image=YURBLANK ; an invisible missile with a trailer
;ROT=100
Inviso=yes
Image=none
;Shadow=no
;Proximity=yes
;Ranged=yes
;Report=YuriMindControl
Anim=YURICNTL
[Controller];Mind control warhead. Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
MindControl=yes
AnimList=YURICNTL
FireOnce=yes
This code may still need to be edited, it should work
its from YR so i'm not quite sure i'll test it in a min.
replace the old codes if there are any but i see no reson why it should'nt work. _________________ QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Thu Apr 12, 2007 7:11 am Post subject:
Thanks for the help! And yes, I wanted a simular effect, 'cos then I could use it as abase for a new weapon _________________ This is a signature QUICK_EDIT
Joined: 30 Dec 2006 Location: Hidden In Tiberium Field
Posted: Tue Apr 17, 2007 6:33 am Post subject:
If that code works u can try this
Code:
[SuperMindControl]
Damage=10;Number of mind control links
ROF=50
Range=7
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes
[ControllerBuilding];Mind control warhead. Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL
But its really unbalanced because it can take over buildings,
(((but really fun to try))). _________________ QUICK_EDIT
Joined: 30 Dec 2006 Location: Hidden In Tiberium Field
Posted: Tue Apr 17, 2007 6:34 am Post subject:
The Forgotten wrote:
If that code works u can try this
Code:
[SuperMindControl]
Damage=3;Number of mind control links
ROF=100
Range=7
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes
[ControllerBuilding];Mind control warhead. Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL
But its really unbalanced because it can take over buildings,
(((but really fun to try))).
No, EMP logic is scrapped in YR...unless you use the RP to enable it, but I'm not sure it works 100% of the way. Instead of merely asking, one such as yourself could test it.
In YR, the N damage number controls how many units you can mind-control, as you said. Using MasterMind logic, you can go over that limit, but recieve damage as set in the rulesmd.ini code, somewhere in either [General] or [CombatDamage], or something similar. _________________ QUICK_EDIT
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