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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Custom Missile
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vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Dec 28, 2013 4:57 pm    Post subject:  Custom Missile
Subject description: Goes through the target/Flies off the map
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Good day! I am trying to make an anti-air and anti-ground unit with custom missile but:

When it attacks ground units it just passes through it and off the map.

For air units, it ignores the target and flies off the map.



Thanks for any help in advance Razz



Here are my codes:



;Unit
[NEPH]
UIName=NOSTR:Nephilim
Name=Nephilim
Category=AFV
Prerequisite=YAWEAP,NAPSIS
Primary=NHLauncher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=NHROCKET
SpawnsNumber=1
SpawnRegenRate=200
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=no ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=550
Armor=light
TechLevel=7
Turret=yes
CrateGoodie=yes
Sight=7
Speed=6
Owner=YuriCountry
Cost=1000
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no


;spawned missile
[NHROCKET]
UIName=NOSTR:NH ROCKET
Name=NH Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=0
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=35
Owner=British,Americans,Alliance,Russians,Confederation,Arabs,YuriCountry,Germans,Africans
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here.  SJM
AuxSound1=NHAttack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
FlyBack=true
Missile.Custom=yes
Missile.BodyLength=22
Missile.Damage=145
Missile.EliteDamage=180
Missile.Warhead=NEPHWH
Missile.EliteWarhead=NEPHWH
Missile.Acceleration=1
Missile.TurnRate=0.1
Missile.Altitude=2.7
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0.2
Missile.PitchFinal=0.0
Missile.RaiseRate=0.0
Missile.TakeOff=SMOKEY
Missile.TrailerAnim=SMOKEY
Missile.TrailerSeperation=0


;primary weapon
[NHLauncher]
Damage=1
ROF=100
Range=20 ;18
MinimumRange=5
Spawner=yes
Projectile=InvisibleNH
Speed=30
Warhead=Special
OmniFire=no

;warhead
[NEPHWH]
CellSpread=0.7
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

;projectile
[InvisibleNH]
Inviso=yes
Image=none
AA=yes
AG=yes
Ranged=yes
Proximity=yes
ROT=100
Dropping=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


//Artmd

[NEPH]
Cameo=NEPHICON
AltCameo=NEPHUICO
Voxel=yes
Remapable=yes
PrimaryFireFLH=-100,-50,125

[NHROCKET]
;Trailer=DURASMOKE
SpawnDelay=0.1 ;1
Voxel=yes
Remapable=yes
CanBeHidden=no
_________________
Lin Kuei Ominae wrote:
Why is the picture so blurred? Do you converted it from pcx to jpg to bmp to jpg to tif to jpg to gif to jpg to png?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 28, 2013 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Missile.PitchFinal=0.0
Missile.RaiseRate=0.0

And you're even asking for reasons?

EDIT: wait a second... this code might work for what I had in mind, lol.
_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Semi-retired. Sometimes contributing, mostly just blurbing in.
Past projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
Currently learning WeiDU to gather parties to venture forth.

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vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Dec 28, 2013 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried these values:

Missile.PitchFinal=0.2
Missile.RaiseRate=0.1

Missile.PitchFinal=1.0
Missile.RaiseRate=1.1

but it still passes off the target away and exits the map.

I'm trying to create a straight shot missile if it is possible. Thanks.
_________________
Lin Kuei Ominae wrote:
Why is the picture so blurred? Do you converted it from pcx to jpg to bmp to jpg to tif to jpg to gif to jpg to png?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 28, 2013 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't really do direct unithitters with custommissiles, since they won't track their intended target.

Straight firing even with CMs looks bad due to the fact that the missile will fly into the cliffs and pass through them, like if they aren't there. And I couldn't get straightfirers hitting via such.

Your best bet is to go with proximity, putting an AttachEffect animation onto this missile, setting a deathweapon to the missile, and killing the missile with the animation. Or you can also go with a simple Dreadnaught set up, without LazyCurve and accept the curving at launch and hits.
_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Semi-retired. Sometimes contributing, mostly just blurbing in.
Past projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
Currently learning WeiDU to gather parties to venture forth.

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View user's profile Send private message Visit poster's website ModDB Profile ID
vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Dec 28, 2013 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much for the insights sir! Will try to do both and juggle it for air and ground targets. Thanks again!
_________________
Lin Kuei Ominae wrote:
Why is the picture so blurred? Do you converted it from pcx to jpg to bmp to jpg to tif to jpg to gif to jpg to png?

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Mr.Hymn
Flamethrower


Joined: 01 May 2020

PostPosted: Sat Oct 16, 2021 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I want a missile that starting to leveling down to the target in immediately after raising up. How to do it.

Altitude?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Oct 16, 2021 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes and LazyCurve=no.
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"Don't beg for things; Do it yourself or you'll never get anything."

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