Posted: Thu Nov 27, 2008 10:19 pm Post subject:
Add a B2-Bomber
[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
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 QUICK_EDIT
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) QUICK_EDIT
Arcing projectiles do have their problems, thats why in the b2 projectile's code you have arcing=yes commented out .
Another thing you'd have to change, if you just got the projectile from a cloned cannon.
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..... QUICK_EDIT
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.
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