Posted: Sat Apr 17, 2010 10:25 am Post subject:
Two challenging problems
Subject description: Tank Paradrops and Radiation Cellspread
I have two problems with the current mod for ra2 i'm working on. Any help/advice anyone has to offer on the following two points would be brilliant.
Firstly, I want to add radiation to the apocalypses' elite weapon (120mmx). I know about the radiation and radlevel flags, the problem i'm having is with the cellspread. I need to increase the default cellspread for the weapon from 0.3 to about 4.0 or 5.0 to create a good area of radiation, however, when i do this the overall damage of the weapon is apllied to the greater area also, destroying huge swathes of the map each time the tank fires. What i need is the weapons damage to be applied to the targeted cell/tile/object only and the radiation produced to cover a larger area.
Secondly, I am trying to modify the paradrop superweapon to drop vehicles instead of infantry. Again i have experimented with apocalypse in this case and have had a kind of success. I changed the rulesmd flag 'SovParaDropInf=E2' to 'SovParaDropInf=APOC' and when the weapon was fired the plane came and dropped a load of parachutes with invisible apocs attached. Once the units landed, they could move, shoot and be destroyed but had no visible voxel or animations. I was wondering if there was a way to make the paradropped vehicles visible. I've tried looking at in game, scripted, vehicle paradrops which drop fully visible and functional vehicles but have not been able to figure out the problem.
Are either of the above possible and if so does anyone have any ideas how to achieve them? _________________ CMB TIBERIUM RESEARCH, LEADING THE WAY. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Apr 17, 2010 10:38 am Post subject:
1) This can't be fixed unfortunately. How far the radiation spreads is bound to CellSpread.
2) To properly Paradrop vehicles, you need one of the community patches iirc. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sat Apr 17, 2010 2:18 pm Post subject:
It sounds like your modding plain RA2, so if you are, couldnt you try using a dummy unit with the radiation weapon intact and make the spocalypse weapon like the prism tank? Only radiation instead? I am unsure how possible small things like that are.
If your not modding Ra2 but yuri's revenge, then its definitly possible... its just a pain to do imo. As for paradrop, you simply cant. However i do remember hearing something about a work around long time ago, unsure what the results are like. In yuri's revenge, you can get a patch but... :/ QUICK_EDIT
Posted: Sat Apr 17, 2010 5:39 pm Post subject:
Re: Two challenging problems
CMB1988 wrote:
I have two problems with the current mod for ra2 i'm working on. Any help/advice anyone has to offer on the following two points would be brilliant.
Secondly, I am trying to modify the paradrop superweapon to drop vehicles instead of infantry. Again i have experimented with apocalypse in this case and have had a kind of success. I changed the rulesmd flag 'SovParaDropInf=E2' to 'SovParaDropInf=APOC' and when the weapon was fired the plane came and dropped a load of parachutes with invisible apocs attached. Once the units landed, they could move, shoot and be destroyed but had no visible voxel or animations. I was wondering if there was a way to make the paradropped vehicles visible. I've tried looking at in game, scripted, vehicle paradrops which drop fully visible and functional vehicles but have not been able to figure out the problem.
Are either of the above possible and if so does anyone have any ideas how to achieve them?
Get the rock patch or npatch, and create a clone of the superweapon with the vehicles. I made a paradrop of tanks once and no problems. I would assume the reason you see no vxl when dropped is the game might be looking for shp files _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Since the tank drop has been discussed oh so many times, you might want to research Modenc or Deezire. It is do-able, but not a proper one.
For the Radiation Apoc, you just need to think a different way. Instead of the radiation on the warhead of the Apoc's weapon: Give the projectile a ShrapnelWeapon and ShrapnelCount=1, now create a dummy shrapnel weapon that does trivial damage, but has the RadLevel you want, with a warhead that has the CellSpread you want.
Now when your weapon hits, it should do the right damage with no cell spread, but still spread radiation. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Well then, the radiation would not be spread out evenly, and will only appear in certain places where there is an object to hit.
I suggest, since the Apoc warhead already has a low cellspread, give the Apoc a WIDER cellspread, but keep the PercentAtMax low. This way, it will look like the Apocalypse is doing it's normal attack, while spreading radiation evenly in a big radius. QUICK_EDIT
I have to ask how you think it won't be spread evenly, considering the shrapnel hits in the same cell as the projectile therefore spreading into the same amount of cells.
But yes, PercentAtMax is a good way to do it too, though it will still be doing some good damage in connected cells depending on the cellspread. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Hmmmm, I don't know much about shrapnel weapons, but could you also do the reverse of what you said 4stargeneral? Think about it, turning the main weapon into the radiation attack, then leave the animation and sounds for attack in game, and then use another source for damage, as if the projectiles hit, for instance use shrapnel as you said before on the single target cell. Hell This could be done with an invisible airburst, but might look funny......
I'm just thinking out loud, don't mind me. _________________ Grab my Map Logic Expansion Pack 5.2 here!
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Technically, you could make an IsMeteor animation, spawn an invisible debris, set the outward spread on the debris to 0, or as low as possible, then set the warhead to have some funky radiation outpour. However... that only works if the game reads warhead tags correctly from this type of animation... QUICK_EDIT
What if I just make the main weapon produce radiation and have a damage of 1 then apply the actual damage i want the weapon to do to the animation listed in the weapons warhead. And in answer to the above question, I am modding yuris revenge. _________________ CMB TIBERIUM RESEARCH, LEADING THE WAY. QUICK_EDIT
^^it would work, but since the damage is then done by the anim which isn't connected to the units weapon and in turn to the unit itself, the unit can't gain veterancy anymore. _________________ SHP Artist of Twisted Insurrection: Nod buildings
But what if the radiation that is attached to the units weapon destroys things, surely that would count toward veterancy. _________________ CMB TIBERIUM RESEARCH, LEADING THE WAY. QUICK_EDIT
Radiation is a separate entity, like a particle-based weapon. It's merely spawned and, as such, does not grant points and kills towards the owning unit. QUICK_EDIT
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