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Elite V3 rof
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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Fri Nov 07, 2008 7:05 am    Post subject:  Elite V3 rof Reply with quote  Mark this post and the followings unread

V3 has a special treatment so it's edited differently.
In my mod I want the units to be promoted very hard but when they are they're turned into super units; so I need the V3 when elite to be able to fire from any point of the map (infinite range) but here comes the problem: I want to lower ROF to 1. The range is solved with the virtual range finder weapon but the ROF doesn't influence anything since I want the spawn ROF changed.
It would've been great if I could make a clone for V3 rocket and edit other parameters, too like speed etc.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Nov 07, 2008 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make an ElitePrimary=V3LauncherE.

Make that weapon be Range=-2 (infinite)

ROF is controlled on the V3 itself (SpawnRegenRate). Sadly there is no Elite version of ROF (EliteSpawnRegenRate is not a proper tag).

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Fri Nov 07, 2008 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. So I did.
Quote:
Sadly there is no Elite version of ROF (EliteSpawnRegenRate is not a proper tag).

That's too bad...
At least I want to counter-balance the range with let's say limited ammo; can I use Ammo= ?

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Nov 07, 2008 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, on the launcher you can define how many V3s it can have ready and on it's virtual spawner the ROF controls how fast to shoot them).

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Fri Nov 07, 2008 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the section:

Code:

[V3LauncherE]
Damage=1
ROF=1
Range=30
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=1
Warhead=Special

Where to put the no of missiles? and the ROT doesn't seem to work

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Nov 07, 2008 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you have
[V3]
...
ammo=(more than 1)
...

the ROF tells the game how fast the V3 truck can launch them.

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Sat Nov 08, 2008 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't change the number of missiles it fires at elite. Spawner weapons work differently than normal ones. As a point of interest, there is elite weapon for Spawner weapons for a reason - the warhead is controlled in the [General] section.

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Sat Nov 08, 2008 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread

mireazma wrote:
This is the section:

[V3LauncherE]
Damage=1
ROF=1
Range=30
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=1
Warhead=Special

Where to put the no of missiles?
Burst= any number you want


Placing the Burst= code into the weapon will do the trick.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Nov 08, 2008 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

^Try something first before suggesting it mate Rolling Eyes That doesn't work at all...

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Sat Nov 08, 2008 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

... but SpawnsNumber= would be similar. Even there, there is no elite version of this tag, so SpawnsNumber=3 would be spawning three missiles on no veterancy state, on veteran, and on elite. The only controls on the V3 Missile that you can modify are under the [General] section.

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Jon Fox
Cyborg Engineer


Joined: 05 Mar 2008
Location: The 45th Parallel.

PostPosted: Sun Dec 07, 2008 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I'm going to poke my head out, and suggest raising the ROF number, because (well, at least in Red Alert), the greater that number was, the longer the reload time (That is, the amount of seconds between rounds, not Rounds per Minute), but If i'm wrong for RA2, please point that out.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 08, 2008 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

With normal weapons that would work yes, but with weapons that spawn something (which is in this case the V3 rocket), it ignores the RoF of the weapon, there the SpawnRate (or a similar named tag, haven't modded RA2 in a while) says how fast the unit reloads. And because this doesn't has an elite version, it will have the same RoF, no matter what.
And now stop suggesting other things ppl, it can't be fixed unless pd/DCoder/someone else fixes this by adding a new tag Rolling Eyes

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