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TS NOD Artillery firing logic?
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Sep 28, 2013 5:44 pm    Post subject:  TS NOD Artillery firing logic?
Subject description: How to make a weapon similar to that of the TS NOD Artillery?
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Hello, I have a question about the weapon of the TS NOD Artillery. When it deploys it fires a projectile at very high altitude and then hits the ground (kind of a nukelear missile attack but it is not a super weapon  Mr. Green )

So:

What I have done:

1.Artmd.ini

[HWTZ]   ; Howitzer
Voxel=yes
Remapable=yes
Cameo=HWTZICON
AltCameo=HWTZICONE
PrimaryFireFLH=250,0,90
PBarrelLength=224

I saw this on the artillery codes.

2.Rulesmd.ini

; Howitzer gun
[HowitzerGun]
Damage=90;75
ROF=100
Range=18;12
MinimumRange=2
Projectile=Ballistic2
Speed=100
Warhead=HowitzerWH
Report=ApocalypseAttackGround
Anim=GUNFIRE
Bright=yes


; arcing ballistic projectile 2
[Ballistic2]
High=yes
VeryHigh=yes
Image=120MM
Arcing=true
Bouncy=yes
ROT=100
Elasticity=o.o
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no


I have done that and now the howitzer does not fire, help please! Thank you!


P.S. Something off this topic - What does "Signature" means in the profile?


.................

Ok, here is the warhead:

;Howitzer
[HowitzerWH]
CellSpread=1;.5
PercentAtMax=2;.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,60%,40%,40%,50%,40%,25%,80%,100%
Conventional=yes
InfDeath=3
AnimList=VTEXPLOD;S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
Damage.Deployed=50%

P.S.    What color is better, MigEater?

Last edited by PillBox20 on Sat Sep 28, 2013 6:54 pm; edited 2 times in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 28, 2013 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is HowitzerWH also coded & listed correctly?

BTW don't use yellow text, it unreadable on the standard skin :/

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Sep 28, 2013 6:57 pm    Post subject: Re: TS NOD Artillery firing logic? Reply with quote  Mark this post and the followings unread

PillBox20 wrote:

; arcing ballistic projectile 2
[Ballistic2]
High=yes
VeryHigh=yes
Image=120MM
Arcing=true
Bouncy=yes
ROT=100
Elasticity=o.o
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no

Is that zero.zero or character.character? It's supposed to be the former (aka 0.0) as it won't accept characters.

PillBox20 wrote:

P.S. Something off this topic - What does "Signature" means in the profile?

A small text or image that appears with each post you make. Mine is the image below my post in example. Limits are 250 chars of text or an image of 600x200 pixels (afaik).

PillBox20 wrote:

P.S.    What color is better

Default colour is good Wink

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Sep 28, 2013 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aaa it was o.o, (not number)  Sad . Fixed that and still doesn't fire. I tryed something by removing "Arcing=true". It was like the GGI's Missile Launcher (goes up and hits the target but wave like style (facepalm) ). Then I tryed this:


; arcing ballistic projectile 2
[Ballistic2]
High=yes
VeryHigh=yes
Image=120MM
;Arcing=true
Bouncy=yes
ROT=15
;ROT=-1
CourseLockDuration=90
;Cluster=3
Elasticity=0.0
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no


It was like bumerang, I thoght that it will go up and after 90 frames will go down  Laughing  but it didn't. I will try something else after this post.

B.T.W. Thanks for the quick replyes. I was thinking that I'll wait for some time (day or two). So .... you got it.  Laughing



......................
Eddited:

Aaaa, the artillery had a turret, I gues this is my last option. I'll make a turret and test it....

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 28, 2013 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Set ROT=0
With ROT bigger than 0 you tell the game to use homing missile logic and not the arcing cannon flight logic.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Sep 28, 2013 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I tryed some things:

1. Whith of without "High=yes" or "VeryHigh=yes" the shell is still arcing like the grizzly tank's 105mm gun.

2. Whithout "Arcing=yes" the shell it just hits the ground before it reaches its target.

3. ROT's defaul is zero, bigger than zero or zero it didn't go high enough.


Forgot to mention that this is Yuri's Revenge with Ares 0.4 (saying in case it changes anything).

Conclusion:

I think that the game does not respect the "High=yes" and "VeryHigh=yes" tags.

I saw at the end of Mental Omega Mod Hero Spotlight #4 that an artillery had simillar attack like the NOD Artillery. https://www.youtube.com/watch?v=BOFnqpfrA_g
I don't think that they will give me their code, but a tip.

Anyway, I will add the NOD Artillery just to see if it needs a turret or no.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 28, 2013 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC you also need to edit the units FireAngle.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Sep 28, 2013 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes I saw that in the NOD Artillery code, I will add it and check everything before posting my result again. Wich means after 2 days because I don't live, sleep, eat with the computer. I have other live as well Very Happy. Again thanks to all for replying so rapidly. Good night to all!


P.S. Why am I set to "Civilian"?

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Sun Sep 29, 2013 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Maaannnnn.... Just put
Code:
Lobber=yes

on your weapon and it will make the projectile make a big arch.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 29, 2013 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
I think that the game does not respect the "High=yes" and "VeryHigh=yes" tags.

It does respect them.
Read the comments sections in the inis to understand what most of the keys do.

rules.ini wrote:
; ******* Projectile Statistics *******
; High = Can it fly over walls (def=no)?
; VeryHigh = Does it fly at a very high cruise altitude (def=no)?

VeryHigh is only working on homing projectiles and makes the missile fly in a higher altitude than usual.

rules.ini wrote:
; ******* Weapon Statistics *******
; Lobber = does the projectile fly to target in a high arc (def=no)?

Wink

PillBox20 wrote:
Why am I set to "Civilian"?

Depends on the amount of posts you've made in this forum.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 29, 2013 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

just a note, VeryHigh= is valid in RA2\YR but causing "circling-missle" bug at long distance

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Sep 29, 2013 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Next time download a copy of ts rules.ini so you can understand how the weapon logic in that game works.

RA2 is basically the same engine.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Sep 29, 2013 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
Maaannnnn.... Just put
Code:
Lobber=yes

on your weapon and it will make the projectile make a big arch.


Maaannnnn I have to say that I forgot about this tag. I used it on my paratrooper's grenade luancher and forgot about it  Laughing . For my Howitzer it fits perfectly, but still I will try to make the NOD's Mobile Artillery gun (for nostalgia purpose). If it works then I will use it for my other artillery unit for the Bulgaria Country.  Very Happy  .

For the other posts, I apologise. I was too fast to judge that the game is "stupid" and didn't readed more about the tags. I'll work harder and read more and think more. Smile

I will post when I am done with the ARTY. Will put a picture too. (I like to watch other ingame pictures, I gues others like too.)

P.S. OK?

........................
Edited:

So it looks like the projectile flyes quite high but not like in TS, well maybe it is because everything in Red Alert 2 is bigger  Laughing .

Anyway here are some photos:



5.PNG
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The Howitzer is from CHRONOSTORM MOD. As you can see lobber=yes fits perfectly.
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5.PNG



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The Allies don't stand a chance! :D
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NOD Artillery comparison. In TS it tilts it's turret but in RA2 it doesn't.
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EMP Logic.
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2.PNG



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Custom Foundations.
 Filesize:  435.74 KB
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1.PNG



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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Sep 30, 2013 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just one question - how to add remap to voxels?



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This is for Mig Eater. Hope you don't mind using them.
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Paratroopers downloaded from YR Argentina. M16 vs infantry and grenade launcher vs vehicles and buildings.
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Prism support up to 3 towers
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6.PNG



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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Tue Oct 01, 2013 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

U can add remap to new unit just by adding Remapable=yes in the unit's image entry in ArtMD.ini

Smth like this:
[ROCK] ; Rocketeer
Cameo=JJETICON
AltCameo=JJETUICO
Sequence=RocketeerSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,120

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Oct 01, 2013 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remapable=yes/no does nothing.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 01, 2013 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have to edit the voxel to add more remap.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Oct 01, 2013 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You have to edit the voxel to add more remap.


Can I edit your Harriers? I mean do you allow me?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 01, 2013 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't mind.

The remap colours are the row of reds on the left side BTW.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Oct 02, 2013 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you Mig Eater, for the first time in my life I managed to remap a voxel. I was putting other colors the last time I tryed. Sad

So is it the same for SHPs? Put red and it will remap?



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 02, 2013 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Mhm.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Oct 02, 2013 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

As long as the reds you are using are the ones which are used as team color in the palette then yes.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Oct 02, 2013 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys !
(guys and girls, don't know who is who Very Happy)

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Thu Oct 03, 2013 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW, using those howitzers from my mod is fine, but make sure to give credit to the proper person-- that voxel wasn't made by me. I believe credit goes to WeeRaby2K for that one.

(I must say I'm surprised to find out that anyone anywhere actually downloaded and checked that mod out. If that got anyone's interest, I should release some of the stuff I've been working on for the last 5 or so years... vastly better quality work.)

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Oct 03, 2013 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

WoRmINaToR wrote:
BTW, using those howitzers from my mod is fine, but make sure to give credit to the proper person-- that voxel wasn't made by me. I believe credit goes to WeeRaby2K for that one.

(I must say I'm surprised to find out that anyone anywhere actually downloaded and checked that mod out. If that got anyone's interest, I should release some of the stuff I've been working on for the last 5 or so years... vastly better quality work.)


Five years!? Have gave up on your mod? I mean, I downloaded your mod just to test it and found some interesting stuf there. C'mon why would you abandon your mod? I didn't played alot because I think it required NPatch and I use Ares, that is why I didn't played a lot.  Very Happy  But it is not bad mod.


P.S. I will credit everyone's work in my mod once it is finished. I thought that it was your Howitzer.... Don't worry I apritiate the hard work of every single drawer, moder, animator or else.

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