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Add a B2-Bomber
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Delta
Medic


Joined: 12 Nov 2008
Location: Austria -> Linz

PostPosted: Thu Nov 27, 2008 10:19 pm    Post subject:  Add a B2-Bomber Reply with quote  Mark this post and the followings unread

[AircraftTypes]
XX=B2

[B2]
UIName=Name:B2
Name=B2 Bomber
Prerequisite=RADAR
Image=PDPLANE
Primary=B2Weapon
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=140
Category=AirPower
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=30
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans
Cost=1000
Points=40
ROT=30
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=yes
ImmuneToPsionics=yes
ElitePrimary=B2Weapon
PreventAttackMove=yes
BuildLimit=4

[B2Projectile]
Arm=0
Shadow=no
;Proximity=yes
Proximity=no
Ranged=no
AA=no
AG=yes
;Image=DRAGON
ROT=1 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Image=ZBOMB
Vertical=yes ; //like blimp bomb
;Arcing=true

[B2Weapon]
Damage=200
ROF=1
Range=0.5
Projectile=B2Projectile
;Projectile=BlimpBombP
Speed=100
Warhead=V3EWH
Report=KirovAttack

Video: http://www.youtube.com/watch?v=nxshweHtjRU


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI 

Last edited by Delta on Fri Nov 28, 2008 10:16 am; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Nov 27, 2008 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you figured out how to give blimp bombs to aircraft correctly? Its good that you share this Smile.

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Delta
Medic


Joined: 12 Nov 2008
Location: Austria -> Linz

PostPosted: Thu Nov 27, 2008 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes it used the standard climb bomb with the aninmation vom the kirov bombs, ant when the explode, a mininuke animation like elite v3 will be show, u see it in the video when it is uploadet by youtube.

Note: the video is in german but the units an buildings are the same in when the game are in english

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Nov 27, 2008 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't get what the difference is between this and using [Cannon2]Image=ZBOMB as your projectile.

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Delta
Medic


Joined: 12 Nov 2008
Location: Austria -> Linz

PostPosted: Thu Nov 27, 2008 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont know hot to use [Cannon] i have only remaked a mod was i haved seen in a map for 4 years succefuly. and it works, lol ^^

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Nov 27, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
I don't get what the difference is between this and using [Cannon2]Image=ZBOMB as your projectile.


Because things are slightly different in RA2 as far as that goes. (Ive tried)

With just freefall (no Vertical, no Arcing, nothing) on an Aircraft locomotor, it just drops directly below. (Although I have reason to believe it goes a much shorter distance per cell of Range than the TS Orca Bomber did)

With Arcing=true, the "bomb" does go in an arcing path as if it was falling from a bomber. However, after a certain Range they will become incredibly inaccurate. (They overshoot the "target" after Range=6 or bigger)

Arcing projectiles are kinda broken when it comes to JumpJet locos. (Won't do anything last I tried)

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Nov 28, 2008 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Arcing projectiles do have their problems, thats why in the b2 projectile's code you have arcing=yes commented out Smile.
Another thing you'd have to change, if you just got the projectile from a cloned cannon.

Code:

[B2Projectile]
Arm=0
Shadow=no
;Proximity=yes
Proximity=no
Ranged=no
AA=no
AG=yes
;Image=DRAGON
ROT=1 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Image=ZBOMB
Vertical=yes ; //like blimp bomb
;Arcing=true

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Delta
Medic


Joined: 12 Nov 2008
Location: Austria -> Linz

PostPosted: Fri Nov 28, 2008 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Post edit with video link.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Apr 21, 2009 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

So let me guess you have to put this into ini file in order to get it to work right? Westwood should have added some kind of transfer engine or something to the game so if you add something everyone who plays gets it too, What a bummer.....

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Apr 21, 2009 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
So let me guess you have to put this into ini file in order to get it to work right? Westwood should have added some kind of transfer engine or something to the game so if you add something everyone who plays gets it too, What a bummer.....


You can add almost any rules/rulesmd.ini code into a map hence the FA2 feature under ini editor.

Also you can use any ini file so for example, you copy and paste the rules code into a notepad, call its B2.ini and simply load it.

If your feeling adventerous, you just open a the map file in notepad and paste it in as well.

Note that some ini editing may result in odd results but some of those issues are documented in ModEnc.

Its mostly a trial and error exercise.



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