Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 10:48 am
All times are UTC + 0
Is it possible to make an AC-130?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [25 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Fri Dec 17, 2010 10:51 pm    Post subject:  Is it possible to make an AC-130? Reply with quote  Mark this post and the followings unread

Would it be possible to make an AC-130? I have the voxel and everything and i just want to knmow if its possible for it to be buildable or like a targeting airstrike.

Back to top
View user's profile Send private message
Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Dec 17, 2010 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Technically, yes.

However, there's no logic currently to allow a plane to circle its' target. Meaning, the AC-130 would fly directly over the target to attack, like the Harrier does. I do suppose however, that this could be done in Ares if they decide to implement this logic..

_________________
Okay, my signature was starting to annoy even me.

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Dec 18, 2010 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares does in fact have spy plane Super weapon which can be turned into an air strike super weapon.

I already have one in my mod. Anyways as for it circling its target, give it omni fire, give it a very low rate of turn, a large amount of ammo, add burst on weapon code and very fast ROF, and also a minimum range of at least 6 and max range of 10.

That in theory will spawn an ac-130 which flies to the target and fires at the target cell until all ammo is expanded or the ac-130 is show down. Due to it specific range requirements and low rate of turn the ac-130 will be forced into a tight circle around its target, thanks to the burst and high rof on weapon code the plane will constantly be shooting therfore never ignoring the minimum range requirement, and will also shoot out its side do to omnifire just like the real battle fortress...


So yeah this is very possible with ares.


If you, "or anyone else" needs help implementing this on ares, just ask me and I'll try and find some time and help you out, or even make an airstrike SW tutorial for ares if there is enough demand.

Good luck!

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sat Dec 18, 2010 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Ares does in fact have spy plane Super weapon which can be turned into an air strike super weapon.

I already have one in my mod. Anyways as for it circling its target, give it omni fire, give it a very low rate of turn, a large amount of ammo, add burst on weapon code and very fast ROF, and also a minimum range of at least 6 and max range of 10.

That in theory will spawn an ac-130 which flies to the target and fires at the target cell until all ammo is expanded or the ac-130 is show down. Due to it specific range requirements and low rate of turn the ac-130 will be forced into a tight circle around its target, thanks to the burst and high rof on weapon code the plane will constantly be shooting therfore never ignoring the minimum range requirement, and will also shoot out its side do to omnifire just like the real battle fortress...


So yeah this is very possible with ares.


If you, "or anyone else" needs help implementing this on ares, just ask me and I'll try and find some time and help you out, or even make an airstrike SW tutorial for ares if there is enough demand.

Good luck!


I stand corrected.

_________________
Okay, my signature was starting to annoy even me.

Back to top
View user's profile Send private message
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Sun Dec 19, 2010 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would you please send me the ini codes?

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Dec 19, 2010 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

F22-Raptor wrote:
Would you please send me the ini codes?


I'll give you the basics that you need and even offer support but I will not do all your work for you.

Here's the basic's to how ares allows an aircraft strike:

[SuperWeaponTypes]

XX=AIRSTRIKESPECIAL

[AIRSTRIKESPECIAL]
UIName=NOSTR:Apache Airstrike ; Name your SW
Name=Apache Airstrike
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=8
Type=SpyPlane
Action=Custom
ShowTimer=yes
DisableableFromShell=yes
FlashSidebarTabFrames=120
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.ShowCameo=yes
SidebarImage=AIRSTRIKEICON ; Make a New SW icon here.
SW.FireIntoShroud=no
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.AITargeting=None
SpyPlane.Type=APACHESTRIKER ; Add your new AC-130 here.
SpyPlane.Count=7 ; How many you want to have show up.
SpyPlane.Mission=Attack
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12
SW.Sound=AircraftCarrierAttackCommand ; Use whatever sound you want.

[AircraftTypes]

XX=APACHESTRIKER ; Add your ac-130 to this list.


[APACHESTRIKER]
ROT=9 ; You want a very low number here so it has to take a long turn, experimenting will be necesssary.
Ammo=4 ; Set ammo high depending how you want it.
Cost=200
Name=---- APACHESTRIKER
Armor=light
FlyBy=true
Image=APACHESTRIKER ; Image for you ac-130
Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance,YuriCountry,AISOVIETCountry,AIYURICountry,AIALLIEDCountry
Sight=8
Speed=14 ; May also need to be adjusted to get turning just right.
Crewed=yes
Points=20
UIName=NOSTR:Airstrike Apache ; Name of your AC-130
Fighter=yes
Primary=AIAPACHarpy3
Spawned=yes
Category=AirPower
Landable=yes
PipScale=Ammo
Strength=200
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MaxDebris=3
MoveSound=SeigeChopperMoveLoop
TechLevel=35
Trainable=no
GuardRange=35
PitchAngle=0
PitchSpeed=1.1
ThreatPosed=20
VoiceAttack=SeigeChopperAttackLand
VoiceSelect=SeigeChopperSelect
AirportBound=no
CanRetaliate=yes
MoveToShroud=yes
MovementZone=Fly
Prerequisite=none
CrashingSound=BlackOpsDie
VoiceCrashing=BlackOpsVoiceDie
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
RadarInvisible=no
CanPassiveAquire=yes
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
PreventAttackMove=no
ConsideredAircraft=yes
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=no
AllowedToStartInMultiplayer=no
DefdaultToGuardArea=yes

Remember on your weapon code you want to add a few specific things:

Omnifire
Burst At least over 3
A ROF of 5 or less
You will need specific minimum and maximum range

You should be able to do this all by yourself.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Mon Dec 20, 2010 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks alot!!!

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 20, 2010 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

SW.AITargeting=None?

It should be Offensive, since with None, the AI won't select a target.

However, nice job. I couldn't do it with Action=Custom, I use Action=AttackSupport instead.

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Dec 20, 2010 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.AITargeting=None


SW.AffectsHouse and SW.AffectsTarget aren't used by the SpyPlane SW so they have no effect. Who is gonna write such a long SW.RequiresTarget value? Just set it to "all" Very Happy

SW.AITargeting=GeneticMutator should also work if you want to target groups of infantry.

_________________

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Dec 20, 2010 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comps can't use Custom Sw's till ARES 0.2, which is why I didn't bother setting aitargeting.

Action=Custom should work....

I wasn't aware that SW.AffectsHouse and SW.AffectsTarget aren't used by the SpyPlane SW.... Doesn't hurt for them to be there though.

And even if you change aitargeting to geneticmutator, it will still only target the cell you clicked.

Therefore I wish ARES would get an attack mission instead of a target single cell, so either use a carpet bombing plane or just accept its a pinpoint cell attack mission.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Mon Dec 20, 2010 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

do i need Ares for this?

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 20, 2010 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you set SpyPlane.Mission=Guard the aircraft will hunt for new targets after it destroys any object in the cell you activate the SW on.

i.e. if you click on a empty cell it will just fire at that point, if you click on a unit/building it will look for new targets after it's has destroyed the one occupying the cell you clicked (often it will go after harvesters first!).

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Dec 20, 2010 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

F22-Raptor wrote:
do i need Ares for this?

Yes, this is Ares only.

EricAnimeFreak wrote:
Comps can't use Custom Sw's till ARES 0.2, which is why I didn't bother setting aitargeting.
[...]
I wasn't aware that SW.AffectsHouse and SW.AffectsTarget aren't used by the SpyPlane SW.... Doesn't hurt for them to be there though.

And even if you change aitargeting to geneticmutator, it will still only target the cell you clicked.

What should SW.Affects* do on a spy plane? Almost all SW.* tags are Ares 0.2 only. SW.AITargeting will of course not affect human players; the AI will target a large group of infantry instead of, for example, the tech center. Depends on the type of weapon you give the aircraft.

EricAnimeFreak wrote:
Therefore I wish ARES would get an attack mission instead of a target single cell, so either use a carpet bombing plane or just accept its a pinpoint cell attack mission.

The game does not target units, but the underlying cells instead. That's how super weapons work in YR. Of course this can be changed, but certainly not for 0.2.

_________________

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Dec 20, 2010 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
If you set SpyPlane.Mission=Guard the aircraft will hunt for new targets after it destroys any object in the cell you activate the SW on.

i.e. if you click on a empty cell it will just fire at that point, if you click on a unit/building it will look for new targets after it's has destroyed the one occupying the cell you clicked (often it will go after harvesters first!).


Huh? You sure about that? When I tested all the

SpyPlane.Mission= "input variations here"

it did the same thing no matter what and always attacked only the cell I targeted regardless if there was an enemy unit or building where I clicked, and I never was able to get it to pick up new targets.....

Test it and see for yourself.

AlexB wrote:
What should SW.Affects* do on a spy plane? Almost all SW.* tags are Ares 0.2 only. SW.AITargeting will of course not affect human players; the AI will target a large group of infantry instead of, for example, the tech center. Depends on the type of weapon you give the aircraft.


Duh, that's obvious. "I just left it like that do to the fact AI can't even use SW's yet, so I was being lazy and copying straight from my mod. As for leaving in SW.Affects, I did all my modding from basically reading the Ares manual so I didn't know that tag had no effect, and as a result I didn't think it would hurt to be on the cautious side.

AlexB wrote:

The game does not target units, but the underlying cells instead. That's how super weapons work in YR. Of course this can be changed, but certainly not for 0.2.


Well yeah that makes perfect sense and I never argued otherwise. What you misunderstood is I wish they'd fix SpyPlane.Mission= so that when SW is targeted the spawned units actually follow the damn mission their assigned instead of just ignoring it and repeatedly only attacking a single cell.... Spawned planes with guard or attack mission only target the single cell you clicked from SW activation regardless of mission or whether their was an enemy there beforehand....

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 21, 2010 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:

Test it and see for yourself.


I've got about 10 airstrike SW in my mod that do that so I think I can say I've tested it.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Dec 21, 2010 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Darn, I really want to know how you got it to work.... I changed mine to Guard for the mission and they still didn't pick up new targets, and changing the Action=Custom to AttackSupport didn't help either.

What is causing mine not to work right....?

Argh frustration....

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 21, 2010 6:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm using v1.0 & I presume you are using v2.0? Maybe that could be it.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Dec 21, 2010 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, I'm using Ares 0.1 P1, to my knowledge 0.2 has not yet been released. Hopefully it will be released soon, as I can't wait for 0.2's fixes and new features.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Tue Dec 21, 2010 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i got the ini codes and everything but it wont show for Americin the super weapon list???

Back to top
View user's profile Send private message
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Tue Dec 21, 2010 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i got the ini codes and everything but it wont show for Americin the super weapon list???

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Dec 21, 2010 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

@EricAnimeFreak, I think Mig is refering to the Manuals not Ares itself.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Mon Dec 27, 2010 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

OK ok who here has the right ini codes, you guys got me all confused...

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Dec 29, 2010 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

F22-Raptor wrote:
OK ok who here has the right ini codes, you guys got me all confused...


My codes work, I too would still like to know how he manged to make his spawned planes acquire their own targets!!!! May be he should post some of his miraculous code!?

Mig Eater wrote:

i.e. if you click on a empty cell it will just fire at that point, if you click on a unit/building it will look for new targets after it's has destroyed the one occupying the cell you clicked (often it will go after harvesters first!).

I've got about 10 airstrike SW in my mod that do that so I think I can say I've tested it.


I almost want proof on this, since I can't seem to get this too work at all for me.

I'd really like to know how "you did it" your codes are different from mine that allow your SW airstrikes to acquire their own targets.

Mig Eater wrote:

I'm using v1.0 & I presume you are using v2.0? Maybe that could be it.


What does Manual Version have to do with anything? I have both, but use the 0.2 manual. I can guess that our codes are a little bit different, but how is yours exactly different that your able to get such effects I can't seem to replicate?

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 29, 2010 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

this--> CanPassiveAquire=yes ;-->Specifies that this object may acquire targets (within range) and attack them automatically.
Will probably require some extra ammo but not sure. I'm guessing that after the initial unit/building has been destroyed, if any ammo remains it should aquire other targets in area. Again I'm just assuming.
I'd like to say it sounds logical, but WW didnt understand the meaning of that word. So I dont know.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
F22-Raptor
Vehicle Drone


Joined: 19 Sep 2010

PostPosted: Mon Jan 03, 2011 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

IT WORKED!! thank you guys!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [25 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2565s ][ Queries: 11 (0.0101s) ][ Debug on ]