Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sun May 06, 2018 8:35 am Post subject:
Giga Fortress - directly usable code inside
Subject description: Not the Dicka Fortress any more/ also includes future tank
[HEAD2]
UIName=Name:ZEP
Name=Kirov Airship
PrerequisiteOverride=NACNST,GACNST,YACNST
Primary=HEADTargeting
Image=HEAD2
Strength=8000
WalkRate=3
IdleRate=5
Category=AirPower
Armor=headarmor
TechLevel=10
Turret=no
Sight=8
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=10
JumpjetSpeed=10 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=10 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=40 ; Climb, but down
JumpjetAccel=1
JumpjetTurnRate=2
JumpjetHeight=2000
;JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs
Cost=2000
Soylent=2000
Points=100
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070_2,S_BANG48_2,S_BRNL58_2,S_CLSN58_2,S_TUMU60_2
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceCrashing=
DieSound=
CreateSound=
CrashingSound=
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
;ElitePrimary=BlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no
[HeadLaserLauncher]
UIName=Name:V3
Image=INIT
Name=V3 Launcher ;locked
Category=AFV
Prerequisite=NAWEAP,NAREFN
Primary=V3Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=HEADLASER
SpawnsNumber=1
SpawnRegenRate=500
SpawnReloadRate=10 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=-1
Turret=no
CrateGoodie=no
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=800
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_2,S_BANG48_2,S_BRNL58_2,S_CLSN58_2,S_TUMU60_2
VoiceSelect=V3Select
VoiceMove=V3Move
PixelSelectionBracketDelta=-40000000
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
OmniFire=yes
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
[HEADLASER]
UIName=Name:TOMAHAWK
Name=Tomahawk Missile
;FireAngle=1
Strength=250
Image=HORNET
Category=AirPower
Armor=light
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=12
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=10
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070_2,S_BANG48_2,S_BRNL58_2,S_CLSN58_2,S_TUMU60_2
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=V3Attack ;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
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sun May 06, 2018 8:40 am Post subject:
know-how:
Battle Fortress in the air
Fortress contains an infantry V3
V3 launches invisible missile from ground (alt flh of fortress)
Missile has a crew inside
Crew attacks fortress with magbeam weapon (special armor thing)
magbeam projectile detonates upon launch and creates airburstweapon
magbeam warhead uses preimpactanim for the delay
Are there any hiccups with the targeting or does the beam always finish at the expected targeted spot of the cursor? _________________ ~ Excelsior ~ QUICK_EDIT
This is the most insane thing for RA2 I have ever seen, both codewise and graphicswise. And believe me, I have seen some stuff (such as making Homeworld, a space game, on RA2 engine...)
How do you make tanks go to the sky? Just really high damage for turning? _________________
Interesting. That would explain the different illumination since AFAIK the voxel debris still use the reduced TS one from some reason (it has less reflextive facings or something). However also slightly dissapointing as it means that those tanks always die like that, and not because of the weapon. _________________
Battle Fortress in the air
Fortress contains an infantry V3
V3 launches invisible missile from ground (alt flh of fortress)
Missile has a crew inside
Crew attacks fortress with magbeam weapon (special armor thing)
magbeam projectile detonates upon launch and creates airburstweapon
magbeam warhead uses preimpactanim for the delay
Laser is of course the good option.
Can also put a passenger in the fortress to attack the missile, drawing the laser.
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