:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Thu Dec 01, 2022 4:16 pm
All times are UTC + 0
 Forum index » Modding Central » Red Alert 2 Editing Forum
2 Weapon, CTRL
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Tue Jul 17, 2018 4:15 pm    Post subject:  2 Weapon, CTRL Reply with quote  Mark this post and the followings unread

Credits : Exxduscasa

With this new unit code, units can change weapon againts different target type like AA&AG. Works like Guardian tank in RA3 for switching weapon we need give attack command with CTRL.

https://www.bilibili.com/video/av27046382
" target="_blank" rel="nofollow" class="postlink">
https://www.bilibili.com/video/av27046382



Code:


This is the unit
Primary=Inflare
Secondary=105mm
Ammo=2
NoAmmoWeapon=0
NoAmmoAmount=1
Reload=90
EmptyReload=10

as for the Secondary( default weapon)
[105mm]
Ammo=0

this is the Primary(special weapon)
[Inflare]
Damage=1
ROF=1
Range=8
Warhead=TarWH
Projectile=InvisibleX
IsLaser=true
IsHouseColor=false
LaserInnerColor = 255,0,0
LaserOuterColor = 127,0,0;0,0,0
LaserOuterSpread= 40,80,80;20,40,40
LaserDuration=10;15

Primary(special weapon)'s Warhead
[TarWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=1
Versus.none.ForceFire=yes
Versus.flak.ForceFire=yes
Versus.plate.ForceFire=yes
Versus.light.ForceFire=yes
Versus.medium.ForceFire=yes
Versus.heavy.ForceFire=yes



and its Projectile
[InvisibleX]
Inviso=yes
Image=none
AirburstWeapon=Aim
Splits=yes
RetargetAccuracy=1
Cluster=1

as for the Primary(special weapon)'s sub-weapon
[Aim]
Damage=1
ROF=10
Range=1
Warhead=AimWH
Projectile=Invisible

[AimWH]
CellSpread=.3
PercentAtMax=.5
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
AttachEffect.Cumulative=no
AttachEffect.Animation=none
AttachEffect.Duration=15
AttachEffect.ArmorMultiplier=0.1




sa.gif
 Description:
 Filesize:  4.72 MB
 Viewed:  1718 Time(s)

sa.gif



_________________

Back to top
View user's profile Send private message ModDB Profile ID
Mechacaseal
AA Infantry


Joined: 29 Aug 2015

PostPosted: Tue Jul 17, 2018 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

tiberian sun reapers did this. used net vs infantry and wild rockets vs everything else. pretty sure the original mammoth tanks in tiberian dawn would use their rockets on infantry instead of their cannons. interesting they didn't have more things like that. the threat rating node i believe was supposed to make units smarter by attacking units they can counter the best first so they dont waste their cannons on enemy infantry when they could be shooting enemy tanks. they also didnt have attack move. the reapers were terrible though since force firing made them shoot their net. making it very hard to make them shoot cloaked units.

Back to top
View user's profile Send private message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jul 17, 2018 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

So this is using CTRL to switch weapon
a pity that AI can't use it
_________________
I DON'T extract models from Rivals.
I play Rivals tho, PM me for a fight.

Back to top
View user's profile Send private message Skype Account
Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Jul 18, 2018 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Mechacaseal wrote:
tiberian sun reapers did this. used net vs infantry and wild rockets vs everything else. pretty sure the original mammoth tanks in tiberian dawn would use their rockets on infantry instead of their cannons. interesting they didn't have more things like that. the threat rating node i believe was supposed to make units smarter by attacking units they can counter the best first so they dont waste their cannons on enemy infantry when they could be shooting enemy tanks. they also didnt have attack move. the reapers were terrible though since force firing made them shoot their net. making it very hard to make them shoot cloaked units.


For the RA1 Mammoth Tank the game would look at warhead verses and use the weapon best at damaging that armor.  Mammoth Tusk use HE that dose 90% of listed damage to AP's 30% against unarmored units (infantry)
_________________


C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5!

Back to top
View user's profile Send private message
Exxduscasa
Civilian


Joined: 18 Jul 2018
Location: Denmark

PostPosted: Wed Jul 18, 2018 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

It is obviously different from Mammoth or Reaper,the unit can fire against one target with 2 weapons switched as you wish?and my friend missed some of the codes,here is the whole code

Code:


[Unit]
Primary=Inflare;this is the special weapon like "F" in the guardian tank,or other weapons you like,it depends on your preference.
Secondary=105mm?this is the default weapon like 90mm Cannon in the guardian tank,or anything you prefer.
Ammo=2;ammo logic is the key to switch the weapon when you CTRL.
NoAmmoWeapon=0
NoAmmoAmount=1;When the ammo decreases (2 to 1), the weapon would turn to the primary.
Reload=90;after 90 frames' time,1.5s in game speed 5,the weapon would turn to the default weapon.
EmptyReload=10;ROF of  the special weapon.

[105mm]
Ammo=0;Prevent the default weapon from switching after fire.

;this is the special weapon,the code is more complex in Warhead and Projectile.
[Inflare]
Damage=1
ROF=1
Range=8
Warhead=TarWH
Projectile=InvisibleX
IsLaser=true
IsHouseColor=false
LaserInnerColor=255,0,0
LaserOuterColor=127,0,0;0,0,0
LaserOuterSpread=40,80,80;20,40
LaserDuration=10

;To make it not fire under normal conditions,it's Verse must be 0%,to make it attack the target normally and passively,a logic of a cold door needs to be used in Ares.dll.
[TarWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.none.ForceFire=yes
Versus.flak.ForceFire=yes
Versus.plate.ForceFire=yes
Versus.light.ForceFire=yes
Versus.medium.ForceFire=yes
Versus.heavy.ForceFire=yes
Versus.wood.ForceFire=yes
Versus.steel.ForceFire=yes
Versus.concrete.ForceFire=yes
Versus.special_1.ForceFire=yes
Versus.special_2.ForceFire=yes
Versus.none.PassiveAcquire=yes
Versus.flak.PassiveAcquire=yes
Versus.plate.PassiveAcquire=yes
Versus.light.PassiveAcquire=yes
Versus.medium.PassiveAcquire=yes
Versus.heavy.PassiveAcquire=yes
Versus.wood.PassiveAcquire=yes
Versus.steel.PassiveAcquire=yes
Versus.concrete.PassiveAcquire=yes
Versus.special_1.PassiveAcquire=yes
Versus.special_2.PassiveAcquire=yes

;To be accurate, the Primary is not a direct weapon,so we need a sub-weapon to realize the actual effect,and the Primary is just a shell.
[InvisibleX]
Inviso=yes
Image=none
AirburstWeapon=Aim
Splits=yes;the sub-weapon act as the true Primary with the Splits logic.
RetargetAccuracy=1;ensure that sub-weapon attack the same target.
Cluster=1

;here is the true weapon acts on the target.
[Aim]
Damage=1
ROF=10
Range=1
Warhead=AimWH
Projectile=Invisible

[AimWH]
CellSpread=.3
PercentAtMax=.5
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
AttachEffect.Cumulative=no
AttachEffect.Animation=none
AttachEffect.Duration=15
AttachEffect.ArmorMultiplier=0.1




8.gif
 Description:
 Filesize:  3.94 MB
 Viewed:  1591 Time(s)

8.gif



Back to top
View user's profile Send private message
kingoni909
Medic


Joined: 14 Dec 2012

PostPosted: Fri Apr 22, 2022 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why still shoot weapon Inflare and 105mm at once time

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
 Forum index » Modding Central » Red Alert 2 Editing Forum
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1612s ][ Queries: 15 (0.0147s) ][ Debug on ]