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Hunter Seeker to meteor storm
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Storm Saxoness
Vehicle Driver


Joined: 19 Sep 2008
Location: New zealand (Being no precise than that)

PostPosted: Fri Apr 24, 2009 10:01 am    Post subject:  Hunter Seeker to meteor storm
Subject description: a tutiorial request
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Hello I was wondering if there were any tutorials on making a hunter seeker meteor storm, like in TS retro. I was wondering if any1 had written one or knew a link to one =)

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Apr 24, 2009 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm... Definitely a good tutorial idea that is needed, if it's not out there already. And good to see they didn't scare you off #Tongue Gamers tend to be a horny bunch, so it was going to happen sometime, at least it's done now.

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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Fri Apr 24, 2009 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you want to make them in RA2:YR, try to look in C&C: Mashup mod. In this mod this super weapns realised.

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Storm Saxoness
Vehicle Driver


Joined: 19 Sep 2008
Location: New zealand (Being no precise than that)

PostPosted: Fri Apr 24, 2009 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeaaa im not to phased

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 24, 2009 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Their was tutorial by Deezire but seems its gone missing.

Basically the hunter seeker needs to spawn meteorite debris and its death explosion should spawn more debris. So some sample code to add to the NHUNTER (nod hunter seeker) would be ..

Explosion=METLARGE,METSMALL
DebrisTypes=PEBBLE
DebrisMaximums=6

The image of the nod hunter seeker should probably be a blank shp file.

You should also change the primary weapon to a dummy weapon e.g.

[KillMe]
Damage=1
ROF=15
Range=1
Projectile=Invisible
Speed=100
Warhead=SA
Anim=KILLANIM

make sure KILLANIM is under [Animations] (the graphic can by anything but easiest is blank shp file)

in artmd

[KILLANIM]
Damage=1000

Basic logic is

- Seeker when approaching target, fires KillMe weapon this weapon has a animation called KILLANIM which fires causing 1000 dmg to the Seeker thus killing it

- the exploding seeker produces debris of meteorites and also spawns meteorites


I would also highly advise changing the damage of [PEBBLE] and the [METLARGE] and its associated dmg values.

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Storm Saxoness
Vehicle Driver


Joined: 19 Sep 2008
Location: New zealand (Being no precise than that)

PostPosted: Sat Apr 25, 2009 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

thanx guys ur stars

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DeeZire
Cyborg Engineer


Joined: 20 Nov 2006

PostPosted: Mon Apr 27, 2009 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Be aware of the fundamental flaw in this - even if you change the NHUNTER and GHUNTER pointers to new 'units', when you play as one side and capture the HSBuilding for another you do not get their (edited) Hunter Seeker - you keep your own. You will have 2 seperate super weapons in the sidebar but clicking either of them will only release your own 'hunter seeker' type - you cannot have 2 different ones.

In short, you cannot obtain the Hunter Seeker for an opposing faction even if you capture thier Con Yard and work your way up their tech tree.

Technically there is a workaround but its complicated and that would be a whole new tutorial.

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