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This Is The Way To Make A Tank Use 4 Weapon's
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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Wed Jun 25, 2008 6:35 am    Post subject:  This Is The Way To Make A Tank Use 4 Weapon's Reply with quote  Mark this post and the followings unread

This Is The Way To Make A Tank Use 4 Weapon's


New Warhead's
ATWH
ABWH
SSA2

The Tank Rules

Primary=Gun
Secondary=MammothTusk
ElitePrimary=GunE
EliteSecondary=MammothTusk
IsGattling=yes
TurretCount=1
WeaponCount=6
Weapon1=Gun
EliteWeapon1=GunE
Weapon2=MammothTusk
EliteWeapon2=MammothTusk
Weapon3=120mmAB
EliteWeapon3=120mmABE
Weapon4=MammothTusk
EliteWeapon4=MammothTusk
Weapon5=120mmAT
EliteWeapon5=120mmATE
Weapon6=MammothTusk
EliteWeapon6=MammothTusk
WeaponStages=3
Stage1=1
Stage2=999999
Stage3=1
EliteStage1=1
EliteStage2=9999999
EliteStage3=1
RateUp=1
RateDown=1

Weapon Codes

[Gun]
Damage=25
ROF=15
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SSA2
Report=None
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

[GunE]
Damage=25
ROF=15
Range=6
Projectile=InvisibleLow
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Speed=100
Warhead=SSA2
Report=None

[120mmAB]
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ABWH
Report=None
Anim=GUNFIRENEW
Bright=yes

[120mmABE]
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ABWH
Report=None
Anim=VTMUZZLENEW
Bright=yes
Burst=2

[120mmAT]
Damage=100
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ATWH
Report=None
Anim=GUNFIRENEW
Bright=yes

[120mmATE]
Damage=100
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ATWH
Report=None
Anim=VTMUZZLENEW
Bright=yes
Burst=2

The Warhead's

[ATWH]
Wall=yes
Wood=yes
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100%
Conventional=yes
InfDeath=3
AnimList=APOCEXP
ProneDamage=50%

[ABWH]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0%
Conventional=yes
InfDeath=3
AnimList=APOCEXP
ProneDamage=50%

[SSA2]
Wall=yes
Wood=yes
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=1
AnimList=PIFFPIFF
;Bright=yes
Bullets=yes
ProneDamage=80%

In Art.INI

[GUNFIRENEW]
Image=GUNFIRE
Report=RhinoTankAttack
Layer=ground
Translucent=yes

[VTMUZZLENEW]
Image=VTMUZZLE
Report=RhinoTankAttack
Normalized=yes

And Replace

[MGUN-N]
Translucent=no
Report=GIAttackDeployed

[MGUN-NE]
Translucent=no
Report=GIAttackDeployed

[MGUN-E]
Translucent=no
Report=GIAttackDeployed

[MGUN-SE]
Translucent=no
Report=GIAttackDeployed

[MGUN-S]
Translucent=no
Report=GIAttackDeployed

[MGUN-SW]
Translucent=no
Report=GIAttackDeployed

[MGUN-W]
Translucent=no
Report=GIAttackDeployed

[MGUN-NW]
Translucent=no
Report=GIAttackDeployed

Done

This Will Make The Tank Shoot A Machingun [Gun] On Infantry And A 120MM Cannon [120MMAT] On Tanks And A 120MM Cannon [120MMAB] On Buildings And Mammoth Tusk At Aircraft

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Jun 25, 2008 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you tested this?

_________________
Yes, work on MV continues. It is not forgotten.

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Wed Jun 25, 2008 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes I Have Done This While Trying To Make A Tank Use 6 Weapon's But I Couldnt See What The Other 2 Are For Because There Was Only A Place For AA Weapon And An AG Weapon And This Will Not Have Effect on The Para Weapon Sound

Note: Best Voxel To Use With This is tricera.vxl But i Dont Remember Where I Downloaded It [Maybe it's Radar92's]

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Jun 25, 2008 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG, I Can Type Like A Fool Too, Wow. T___T

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Jun 25, 2008 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nothing new here... moved

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jun 25, 2008 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shouldn't this be crapped like the rest of his so-called 'tutorials'? Rolling Eyes Nothing against you personal SuperMario949, but your tutorials suck...

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Wed Jun 25, 2008 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just tried this out, I did not know this was possible. But I got problems. The unit will only attack infantry and anti aircraft.

UNIT:(shp legs and vxl turret)
Code:
Primary=AntiGubbar
Secondary=AntiAA
ElitePrimary=AntiGubbarE
EliteSecondary=AntiAAE
IsGattling=yes
TurretCount=1
WeaponCount=6
Weapon1=AntiGubbar
EliteWeapon1=AntiGubbarE
Weapon2=AntiAA
EliteWeapon2=AntiAAE
Weapon3=AntiPansa
EliteWeapon3=AntiPansaE
Weapon4=AntiAA
EliteWeapon4=AntiAAE
Weapon5=AntiHuss
EliteWeapon5=AntiHussE
Weapon6=AntiAA
EliteWeapon6=AntiAAE
WeaponStages=3
Stage1=1
Stage2=999999
Stage3=1
EliteStage1=1
EliteStage2=9999999
EliteStage3=1
RateUp=1
RateDown=1


Weapons:

Code:
[AntiGubbar]
Report=ParalyzerAttack
Damage=150
ROF=20
Range=13
Projectile=AntiGubbarP
Speed=20
Warhead=AntiGubbarWH
CellRangeFinding=yes
Floater=yes

[AntiGubbarP]
Image=QUAKPROJ
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

[AntiGubbarWH]
CellSpread=1
PercentAtMax=.5
Verses=100%,100%,70%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=3
Wall=yes
Wood=yes
Rocker=yes
Deform=100%
AnimList=PLEXP

;---------------------------------------------------

[AntiAA]
Damage=800
ROF=70
Range=13
Projectile=AntiAAP
Speed=20
Warhead=AntiAAWH
Report=AegisAttack
Anim=MUZZLE2K
Bright=yes

[AntiAAP]
Image=GIANTMISSILE
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=yes
AG=no
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[AntiAAWH]
Verses=75%,200%,100%,90%,60%,40%,30%,30%,40%,5%,100%
InfDeath=4
CellSpread=2
AnimList=123EXPLOSION
ProneDamage=300%
Tiberium=yes
Veinhole=yes
Bright=yes
CombatLightSize=60%
Rocker=Yes

;----------------------------------------------------------------

[AntiPansa]
Damage=800
ROF=30
Range=13
Projectile=InvisibleHigh
Speed=100
;Report=
Warhead=AntiPansaWH
Bright=yes
IsHouseColor=true
LaserOuterSpread=0,0,0
LaserDuration=55
IsLaser=true
IsBigLaser=yes
LaserSize=4

[AntiPansaWH]
Wall=no
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100%
AnimList=nksubexp
CellSpread=1.5
PercentAtMax=.6
InfDeath=6

;---------------------------------------------------------------

[AntiHuss]
Damage=200
ROF=70
Range=13
Projectile=MegaShoreP
Speed=40
Warhead=AntiHussWH
Report=

[AntiHussWH]
CellSpread=4
Wall=yes
Wood=yes
Sparky=no
Conventional=yes
Rocker=yes
Verses=0%,0%,0%,0%,0%,0%,100%,80%,50%,0%,0%
AnimList=FIREEXP
ProneDamage=30%


EDIT: is your art codes a must for this to work?

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Tue May 12, 2009 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

the art is not needed at all but sounds problems occure
thats why I copy and paste the old anims and add sounds
also a MUST is to put report= as empty in the weapon code [in the anim instead]

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