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Weird dread missle behaviour
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Jan 05, 2014 6:06 pm    Post subject:  Weird dread missle behaviour Reply with quote  Mark this post and the followings unread

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?

Much appreciated!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 05, 2014 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

tekka warrior wrote:
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

where do you found these keys?

You know that you can't simply write
MySuperCoolMissileWorks=yes
and then have actual logic behind it, right?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jan 05, 2014 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

CanMakeStuffUp=No

VDMisl aren't valid tags...

You can only edit the three missiles that are already in the game, to add more you need to use Ares.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Jan 05, 2014 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ohh i figured if i copied the dreadnought missile code and name this new missile to VDMISL it would work, but i guess it cant #Tongue

Thanks anyways.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 06, 2014 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Wed Jan 08, 2014 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
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)

This has nothing to do with our mod.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jan 08, 2014 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Dasfonia wrote:
Atomic_Noodles wrote:
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)

This has nothing to do with our mod.


Well it seems like Tekka also has his own Version of a PreRA2 though.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Wed Jan 08, 2014 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jan 09, 2014 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Why are you afraid to use Ares? Its not like you'll be executed if your caught using it. Custom Missile isn't that hard to get working anyway.

Ares is the future! ARES IS MASTER RACE!!! RAWR RAWR!!!

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Jan 09, 2014 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

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!

Highly recomended!  Very Happy

At least read what you can do with Ares at he momment: http://ares-developers.github.io/Ares-docs/
And this is just a part of it! Soon there will be many new features!

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"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 09, 2014 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Why are you afraid to use Ares? Its not like you'll be executed if your caught using it. Custom Missile isn't that hard to get working anyway.

Ares is the future! ARES IS MASTER RACE!!! RAWR RAWR!!!


I completely agree with this post.

tekka warrior, you should really consider of using Ares.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Jan 09, 2014 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Jan 09, 2014 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know what is this Launch base, but I can tell you that I don't use it and I run Ares, no problem. I click this file"RunAres" and there it goes. I think that it comes with every version of Ares.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Jan 09, 2014 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jan 09, 2014 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread


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interesting seeing your voxel work. They're still better than Aro's!

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