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ICBM problems!
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Jun 10, 2009 7:12 pm    Post subject:  ICBM problems! Reply with quote  Mark this post and the followings unread

I am using the ICBM and it deploys into the GAICBM, but when I go to fire the weapon it instantly IE's me. It may be my weapon of choice, but i have gotten this sequence to work before just cant remember how I did it. heres my setup.

Oh and I apologize for my really crappy last post, just sometimes when i get online im already frustrated and angry with the game., but here it is.

Code:
[ICBM]
Name=Missile Launcher
Category=Support
Prerequisite=GAWEAP
Strength=500
Armor=light
TechLevel=1
Sight=7
Speed=6
Owner=Americans
AllowedToStartInMultiplayer=no
Turret=no
Cost=1400
Points=30
ROT=5
DeploysInto=GAICBM
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Crusher
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DebrisTypes=TIRE
DebrisMaximums=4
ZFudgeColumn=18
ZFudgeTunnel=18
DeployToFire=yes

[GAICBM]
Name=Deployed ICBM
TechLevel=-1
Strength=400
Points=50
Power=0
Sight=7
Primary=V3Launcher
Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes
FireAngle=60
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
UndeploysInto=ICBM
BaseNormal=no
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
TogglePower=no
GuardRange=100
DefaultToGuardArea=yes
Selectable=yes
ClickRepairable=yes
CanBeOccupied=no
DistributedFire=yes

[CombatDamage]
V3Warhead=AtomBombWH     
V3EliteWarhead=AtomBombWH

[V3Launcher]
Damage=1
ROF=150
Range=18
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

[AtomBombWH]
CellSpread=10
PercentAtMax=2.8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,160%,100%,118%,100%,100%
InfDeath=7
Sparky=no
Tiberium=yes
AnimList=NukeAnim
ShakeXlo=4
ShakeXhi=4
ShakeYlo=20
ShakeYhi=20

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 10, 2009 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's likely the weapon since it's a special case meant for vehicles. The deployed ICBM launcher is decidedly not a vehicle so try a different weapon.

Also. Jesus fucks, talk about OP.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Jun 10, 2009 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

What in sam hell is that supposed to mean, lol Laughing

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 11, 2009 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

It means create a different weapon that DOES NOT use the spawner behavior.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Buildings can't use missile spawns but 1x1 buildings accept aircraft spawns

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 11, 2009 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I ment what in sam hell does that mean--- refering to OP, is that other people, outta place, order pizza, what?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

OP means overpowered - assuming you used this on a rook v3 the default damage for one cell is 200x2.8

in this case of light armour its 200x2x2.8

its also 10 cells so large foundation buildings such as construction yards, factories will suffer even more damage.

Bascially this blows up anything in 1 shot

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 11, 2009 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Buildings can't use missile spawns but 1x1 buildings accept aircraft spawns

3x3 works as well. The aircraft need a central cell to land on.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 11, 2009 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah it will pretty much blow up everything, but then again it is an atom bomb. Anyway ive already toned it down cause i found a way to launch my missile from the deployed icbm. Those were just mock up settings for testing purposes.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jun 11, 2009 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Allied General wrote:
Buildings can't use missile spawns but 1x1 buildings accept aircraft spawns

3x3 works as well. The aircraft need a central cell to land on.


Can it be any size so long as there is a central cell? Shame 2x2 doesn't work, I had an excellent idea for TIA.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 11, 2009 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

you say buildings cant spawn missile but can spawn aircraft, isnt the v3 rocket an aircraft!

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 11, 2009 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Can it be any size so long as there is a central cell? Shame 2x2 doesn't work, I had an excellent idea for TIA.

Any size that has a central cell, yes. So anything that's an odd number should work fine.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
you say buildings cant spawn missile but can spawn aircraft, isnt the v3 rocket an aircraft!


[V3ROCKET]
MissileSpawn=yes

V3ROCKET if you want to get down to technical stuff is a AircraftType, its doesn't behave like a [ASW] or [HORNET] because it uses like special logic to determine damage.

Also a aircraft can return to reload a missle can't obviously.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jun 11, 2009 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't you just make a suicide aircraft which looks like a missile?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

spawned aircraft have issues with

- limbo launch suicide aircraft (never "regenerates" aircraft)
- animation kill suicide aircraft (spawned aircraft just falls straight down, it does not dive into target)

also the effect isn't like that of a proper missile, you only use sucide logic for like kamikaze style attacks.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 11, 2009 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you set the FlightLevel low enough and Speed high enough... it could work well enough. #Tongue

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jun 12, 2009 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

or give it a suicide weap, set explodes=yes on it and make its suicide weap a missile that looks like it?

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Sat Jun 13, 2009 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

*ventures into dangerous territory*

Couldn't you just attach a missile locomotor to the spawned aircraft to make it move like a missile, or does that defeat the point.

This question brought to you by MOdEnc's Locomotor page


Please don't hurt me.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Jun 13, 2009 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Na, the logic connected with the missile locomotor wont allow it, It will just keep flying till it reaches the end of the screen, then disappear.

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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: Sat Jun 13, 2009 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

You need a new missile system for that to work.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Jun 13, 2009 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I dont think you can create new missile systems, can you?

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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: Sat Jun 13, 2009 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread


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The fallen hero will be remembered. She will rise again.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Jun 13, 2009 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Officially, no you can't. But geno threw together a pretty good hack.

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Sat Jun 13, 2009 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

This thread has become magical.

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