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Making a Paralyze/EMP Weapon
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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Wed May 13, 2009 12:57 am    Post subject:  Making a Paralyze/EMP Weapon Reply with quote  Mark this post and the followings unread

Don't forget to add them in the warheads list:
[Warheads]
=Paralyze
=ParalyzeWH
=EMP
=EMPWH

Paralyze Weapon:

[Paralyze]
Damage=0 ; still it will have 1 damage.
ROF=20
Range=1.30
Speed=10
OmniFire=yes
LimboLaunch=yes
Projectile=JUMP
Warhead=ParalyzeWH
Report=
Anim=

[ParalyzeWH]
Verses=0%,0%,0%,75%,100%,100%,100%,100%,70%,60%,100% ; it won't be able to attack infantry
Parasite=yes ; without this the weapon will not work.
Paralyzes=10000 ;32767 ; this will make the unit paralyze.
Rocker=no
Sparky=no

EMP Weapon:

[EMP]
Damage=0 ; the unit will not vanish. It will be disabled forever if the attacking unit will not abort it.
ROF=20
Range=12
Speed=100
Projectile=InvisibleHigh
Warhead=EMPWH
Report=MagnetronAttack
IsMagBeam=yes ; no?

[EMPWH]
Verses=0%,0%,0%,75%,100%,100%,100%,100%,70%,60%,100% ; still it won't be able to attack infantry.
;Paralyzes=32767
InfDeath=1
Rocker=no
Sparky=no
Temporal=yes
EMEffect=yes


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

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed May 13, 2009 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

EMEffect does not work without an exe patch, you have basically made a temporal weapon that just takes forever to delete things.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed May 13, 2009 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Correction Blade, never deletes. The damage is set to 0, which just keeps the unit in Lala Land until the attack order is dissolved. It is handy for ECM weapons though, except for the phasing out part...

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