Posted: Sun Jan 05, 2014 6:06 pm Post subject:
Weird dread missle behaviour
Hello. I added Vladimir's command ship (side specific) for the russians, and i wanted to give it a weapon similar to the dreadnought, only it does more damage and has different trails and effects.
Here is everything related to the command ship and its weapon:
;Vladamir's Dreadnought (A Hero dreadnought)
[VLAD]
UIName=Name:VLADBOAT
Name=Vladimir's Dreadnought
Prerequisite=NAYARD,NATECH
Primary=VDredLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=VDMISL
SpawnsNumber=2
SpawnRegenRate=80
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO)
FireAngle=64
ToProtect=yes
Category=Support
Strength=1800
Naval=yes
Armor=heavy
TechLevel=6
Sight=10
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Russians
AllowedToStartInMultiplayer=no
Cost=2700
Soylent=2500
Turret=no
Points=55
Weight=4
ROT=2
Crusher=no ;gs yes
Crewed=no
OmniFire=no ;GEF moved to weapon
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovWaterSelect
VoiceMove=GenSovWaterMove
VoiceAttack=GenSovWaterAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,SIGHT,FASTER
TooBigToFitUnderBridge=true
GuardRange=10
Size=50
Vladimir's missle control:
; Vladimir's Dreadnought Missile control ;SJM
VDMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting
VDMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position
VDMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
VDMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires
VDMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error.
VDMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
VDMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
VDMislAltitude=468 ; Cruising altitude in leptons: at this height missile BEGINS leveling off
VDMislDamage=400 ; Exploding DMisl does this much damage (at center of explosion, presumably).
VDMislEliteDamage=700 ; Exploding DMisl does this much damage (at center of explosion, presumably).
VDMislBodyLength=128 ; The body of the rocket is this many leptons long
VDMislLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. Also DMisl yes.
VDMislType=VDMISL
VDMISL is added to the aircraft types list.
[VDMISL]
UIName=Name:DMISL
Name=Dread Missile
FireAngle=1
Strength=60
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=18
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=2
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=DreadnoughtAttack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
FlyBack=true
DontScore=yes
Ingame, the missle behaves VERY weird in mid air, it goes about flying in random directions and it doesnt even hit its target!
Can someone please help me with this? Or is the dreadnought's weapon hardcoded?
; Vladimir's Dreadnought Missile control ;SJM
VDMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting
VDMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position
VDMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
VDMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires
VDMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error.
VDMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
VDMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
VDMislAltitude=468 ; Cruising altitude in leptons: at this height missile BEGINS leveling off
VDMislDamage=400 ; Exploding DMisl does this much damage (at center of explosion, presumably).
VDMislEliteDamage=700 ; Exploding DMisl does this much damage (at center of explosion, presumably).
VDMislBodyLength=128 ; The body of the rocket is this many leptons long
VDMislLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. Also DMisl yes.
VDMislType=VDMISL
where do you found these keys?
You know that you can't simply write
MySuperCoolMissileWorks=yes
and then have actual logic behind it, right? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Use Ares Custom Missiles or recycle one of the existing 3 (Probably Cruise Missile if your really doing it for a PreRA2 mod with no Boomer Subs) _________________ ~ Excelsior ~ QUICK_EDIT
No i don't,this is something seperate, i wanted to give the vladimir command ship a different weapon, something more powerful than that of the regular dreadnought.But since that's not possible without ares, i also don't want to remove the yuri's revenge assets, il keep it a regular dreadnought missile launcher. QUICK_EDIT
Well, as most of the users of Ares know, it does not damage the game exe, it only injects it new tags/codes or what ever you want to call it. It fixes many bugs and has a lot of cool stuff!
Haha i'm not afraid f using ares, i was gonna use it, but the launch base seems to fail to detect where my YR is installed.If it worked,trust me, id use it all the time. QUICK_EDIT
Well the readme files says this about modding with ares:
The information below pertains specifically to creating a Launch Base-compatible
mod with Ares. If you do not wish to do that, you can now switch to the
Ares documentation and learn all about Ares's changes and additions.
-
Everything below should usually not be done manually, and instead be left to
Launch Base Mod Creator (which you can get via Tools > Check For Updates).
1. Go to your Launch Base program folder and then "Mods"
Inside the "Mods" folder, create a new directory for your mod.
Inside that folder, create two folders: "launcher" and "video".
2. In the newly created "launcher" folder, create a flat text file named
"liblist.gam". Inside "liblist.gam", copy and paste the following text:
[General]
Name=YOUR MOD NAME
Description=YOUR MOD DESCRIPTION
ModType=mod
AllowTX=yes
UseAres=yes
These are just the most basic options. There are many other flags that can
be used to customise your mod - experiment with Launch Base Mod Creator to
see what options you have.
3. Write some modifications. As it is, your mod can now be used to launch the
unmodded game with the latest release of Ares. Many of the new features of
Ares, however, require some changes to the INIs and/or the inclusion of
additional files. (See AresManual.html for more information.)
4. For now, you should place all mod files inside the "video" folder. In future,
DCoder's DLL will be used to automatically generate MIX files at which point
you will need to place mod files in different folders. Anything placed in the
"video" folder will be copied loose to the Red Alert 2 folder.
In other words: Your mod should reside in the "video" folder in a state in
which the game could read it, were it in the game folder.
(All files properly mix'd, etc.)
5. Test away!
If you have any problems or questions about the above instructions or using
Ares with Launch Base then please post them in the forums. Problems/questions
with Launch Base in general please post in the Launch Base beta test thread.
I don't know if there's any other way to mod with ares without using launch base.
P.S:Ares works fine with me too! The problem is i don't know wether is there a way to mod with ares without launch base or not... QUICK_EDIT
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