Posted: Sun Aug 16, 2009 9:29 am Post subject:
Bomber problem.
Subject description: Uhh... yeah...
Ok... I've got (Thanks to MadHQ) the Harbinger Gunship from RA3 for my mod, as the Allied Alternative for a Kirov.
But, although the Damage is only 25 (cut down because of this problem. But the problem hasn't gone away) it's destroy a Construction yard, after dropping what looks like 1 bomb. But the noise it makes while dropping makes it seem like it's dropping 107,000,000,000,000 bomb all at the same time. I don't know why. After that, if the target isn't destroyed (like for some reason a power plant) it'll drop the rest of the bombs, and do the 25 damage. And the Warheads are added to the [Warheads]
Code:
[HINBRIGE] ;Harbinger Gunship
UIName=Name:HARB
Name=Harbinger Gunship
Prerequisite=RADAR,GATECH
Primary=HBOMB ;Not a Hydrogen bomb...
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=320
Category=AirPower
Armor=light
TechLevel=7
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRC,AMRADR,NAHPAD
PipScale=Ammo
Speed=10
;PitchSpeed=0.9
;PitchAngle=0
Cost=1400
AACombat=yes
Points=20
ROT=3
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=3
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=no
ImmuneToPsionics=yes
ElitePrimary=HBOMBE
PreventAttackMove=yes
[HBOMB]
Damage=25
Burst=5
ROF=18
Range=1.5
CellRangefinding=yes
Projectile=SBOMBP
Speed=20
Warhead=SBOMBBWH
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)
[HBOMBE]
Damage=40
Burst=6
ROF=12
Range=1.5
CellRangefinding=yes
Projectile=SBOMBP
Speed=20
Warhead=SBOMBBWHE
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Sun Aug 16, 2009 10:28 am Post subject:
Remove the Burst tag in your weapon, it makes the unit drops 5 bombs per attack, so 5 X 25 damage, reload for only 12 frames, and again do 125 damage. Add in cellspread (say, a structure which is 4 cells big, that is 125 X 4 damage to that structure), and structures are destroyed very easily.
So, change the percent at max tag, or cellspread, and remove / change the burst tag.
Oh, and just do control F the Harrier's name (orca, I believe), and you'll find a line with all aircraft that need to be docked on an Airforce Command or something alike. Add your unit there. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
No wonder construction yards are destroyed so easy by things with a wide blast radius.
Ok, umm... what does the Percent at max tag actually do?
And .5? What does that mean?
May sound stupid, but everytime I make new weapons, and warheads and stuff, I just edit other ones close to the thing I want, so I don't really do much with things like that. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Sun Aug 16, 2009 11:42 am Post subject:
Say, you have a cellspread of 10, a damage of 20, and a PercentAtMax of 1. Then, all of the cells will take 20 damage. However, if PercentAtMax is .5, the cells around the cell where the weapon impacted will take less and less damage, and the final cells will take 10 damage. Half of the 20, like .5 is half of 1. I can't really explain it good, but I hope you get what I mean. Also, look around here for more answers, to everythign involving modding RA2, YR, TS, FS, and probably some more.
I think I understand, thanks.
So if I put PercentAtMax=2, the final cells would would take 40 damage, twice as much as the cell on impact?
Not that I'm going to do this. But it'll be weird!
And PercentAtMax=.25 the final cells would take 5 damage?
(Using you example, anyway.)
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