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Let`s make general guided missiles in ra2
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yain
Civilian


Joined: 08 Nov 2007

PostPosted: Thu Nov 08, 2007 5:27 pm    Post subject:  Let`s make general guided missiles in ra2 Reply with quote  Mark this post and the followings unread

Hello

I`m really noob in here,

but I found some useful codes, so I want to share you,


posted picture in Here is I maked General`s guided missiles in ra2 version.


[code]


In rules:


[LGuide]
Damage=20
Burst=2
ROF=12
Range=8
Projectile=LGuideProj
Speed=40
Warhead=LGuideWh
Report=SeawolfAttack
Anim=GUNFIRE
Bright=yes
LaserInnerColor=255,0,0
LaserOuterColor=255,0,0
LaserOuterSpread=0,0,0
LaserDuration=15
Projectile=LLine
IsBigLaser=true
IsLaser=true

[LGuideProj]
Arm=15
Shadow=no
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=PATRIOT2
ROT=1
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

[LGuideWh]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=S_CLSN16,S_CLSN22
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
ProneDamage=70%



Warhead is important, if you want to change guiding infantry or buildings,

you must change "Verses".


But you`ll feel missile design so unnatural, you`ll can change "Image".

LaserInnerColor=,LaserOuterColor=255,0,0 can change guided laser`s
color


Finally, If you want to change explosive scene, fix "AnimList" !!!!!!!



3.JPG
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3.JPG



2.JPG
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2.JPG



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Nov 08, 2007 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

So it's a missile with a laser art added... I dunno what to say...

_________________
DUNK!

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Nov 08, 2007 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

No offense Yain, but the code behind this has been around for some time. (Graphics = purdy though)

The ROT=1 scheme is great....on flat terrain. Its absolutely terrible on cliffs or any real elevation (unless you disabled firing up cliffs to circumvent this issue). Additionally, if used on vehicles you cannot use very far away FLH positions on slow turning turrets/vehicles.

But in many ways, its the only method to create such things without trying to fool the user, or potentially break your mod's design.

But artwise, not bad. A laser within a missile launch. Not exactly unoriginal.

EDIT:

On second lookover, did you actually incorporate a second weapon/projectile into this? If so does the Laser projectile do any damage?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Nov 08, 2007 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

SomeGuy[YR:SF] wrote:

On second lookover, did you actually incorporate a second weapon/projectile into this? If so does the Laser projectile do any damage?


http://www.ppmsite.com/forum/viewtopic.php?t=4823

I wrote a tutorial on this quite some time ago. Its the normal code you would imagine for a rocket just with the laser tags added in the projectile. The laser itself does no damage and the damage will only occur when the rocket strikes the target. It works for any weapon with a visible projectile. (it works on those without visible projectiles too, but they just look like your firing lasers at them as there's no delay on the damage)

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Don
Disk Thrower


Joined: 16 Aug 2007
Location: India

PostPosted: Sun Dec 23, 2007 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn me for bumping topic but those animations are they available on only RA2

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