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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Nov 09, 2012 6:35 am    Post subject:  Random Questions/Help... Reply with quote  Mark this post and the followings unread

1) So I noticed in some Premier YR Mods some have been able to restore the Terrorist's Attack Sequence, I've been trying to restore this ever since I started Modding Red Alert 2 but to no avail how do you make sure the Infantry plays the animations. In both its Primary (Planting Bomb on Ground) and for his Deploy (Pushing Button on Bomb)

This is my Sequence for it, which supposedly makes the Terrorist play the Sequence when attacking. And its Weapons...

2) And can anybody confirm if the InfDeathX Sequences work in Artmd so that it might also be possible to give non-human units appropriate deaths.

3) Can anybody give me a basic working weapon code setup for Ares' Custom Ivan Bombs?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Nov 09, 2012 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

@ #2

From the Ares Manual:

InfDeathAnim

[Warhead]►InfDeathAnim= (string, animation ID)
Specifies the animation to display when an InfantryType (with NotHuman=no) is killed by this warhead. Works in the same way as existing InfDeath animations except this flag allows you to specify an animation ID rather than an integer. Further more, the animation will be treated as the correct type (e.g. mutation or non-mutation) automatically, which means that you can now have any number of mutations that produce player-owned InfantryTypes. See MakeInfantryOwner for how to control which player will gain control of 'mutated' infantry.

Introduced in version: 0.1


@ #3

From the Ares Manual:

Customizable Ivan Bombs

As with many other features of Yuri's Revenge, the settings that control Crazy Ivan Bombs are global so you can't have multiple variations of them with their own controls. With Ares it is now possible to create new Ivan Bomb-esque weapons – new types of sticky bomb with whatever settings you like. The only aspect of Ivan Bombs that hasn't been de-globalized is the ability to remote detonate the bombs – this feature is either enabled or disabled for all Ivan Bomb types.

When IvanBomb=yes is set on the weapon's warhead, the weapon can specify the following flags in order to customize that bomb.

[Weapon]►IvanBomb.Warhead= (WarheadType)
The warhead that will be used when the bomb detonates.
[Weapon]►IvanBomb.Damage= (integer)
The damage that will be dealt when the bomb detonates.
[Weapon]►IvanBomb.Detachable= (boolean)
Whether or not Engineers can remove this bomb from units it has been attached to.
[Weapon]►IvanBomb.DestroysBridges= (boolean)
Whether or not this bomb can be used on Bridge Repair Huts in order to destroy the corresponding Bridge.
NB: Bombs can always be attached to Bridge Huts, but the resulting explosion will not destroy the bridge unless IvanBomb.DestroysBridges=yes is set.
[Weapon]►IvanBomb.Delay= (integer)
The number of frames that will elapse before the bomb detonates automatically.
[Weapon]►IvanBomb.AttachSound= (Sound name)
The sound that will be played when the bomb is attached to a target.
[Weapon]►IvanBomb.TickingSound= (Sound name)
The sound that will be played whilst the bomb is attached to a unit. In order for this sound to loop correctly, the sound must have Control=loop set in its INI section in soundmd.ini.
[Weapon]►IvanBomb.Image= (filename, excluding the .shp extension)
The SHP file for the image to display over a unit that has a bomb attached to them, in the format "filename"(the ".shp" extension is automatically added by the engine). If the image cannot be loaded then the game will fall back to the default bombcurs.shp.
[Weapon]►IvanBomb.FlickerRate= (integer)
The rate at which the bomb SHP will flip back and forth between two frames to give the impression of a flickering fuse.
On every game frame, the frame of the bomb SHP is calculated as follows:

frameToShow = (Game.CurrentFrame – Bomb.PlantingFrame) / (Bomb.Delay / (Bomb.Image.Frames – 1))
IF (CurrentFrame mod (2 * Bomb.FlickerRate) >= Bomb.FlickerRate) THEN frameToShow = frameToShow + 1

Originally this logic was hard-coded to ignore the last frame of the bomb SHP, which was originally planned to be used for so called "death bombs" which were cut from the game before Red Alert 2 was released. This hard-coding has been changed so that the whole SHP is now considered for the fuse, however this means that you'll now see that extra frame from bombcurs.shp, unless you replace that SHP file.

Introduced in version: 0.1



bombcurs.png
 Description:
bombcurs.shp
 Filesize:  4.15 KB
 Viewed:  958 Time(s)

bombcurs.png



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Nov 09, 2012 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jem, actual example from AS for IvanBombs:

Code:
[RA1C4]
IvanBomb.Damage=1000
Damage=1
ROF=50
Range=1.5
CellRangefinding=yes
FireOnce=yes
Projectile=Invisible
Warhead=RA1C4BOMB
IvanBomb.Warhead=RA1C4WH
IvanBomb.Detachable=no
IvanBomb.DestroysBridges=yes
IvanBomb.Delay=90
IvanBomb.AttachSound=RA1TanyaPlaceC4
IvanBomb.Image=rac4curs

[RA1C4BOMB] ;only used on placement
IvanBomb=yes
Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,0%,100%

[RA1C4WH] ;used for delivered damage
Verses=100%,100%,100%,100%,100%,100%,250%,250%,250%,100%,100%
Versus.CYArmor=200%
InfDeath=6
AnimList=RA1C4EXP


Eric, regarding 2, you are on the wrong track, he's asking if f.e. FlamingInfantry can be overriden by InfDeath4 stated in Sequence. Which AFAIK impossible.

Dunno 1, have to say.

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