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Making new weapons
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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Mon Jun 21, 2004 10:49 pm    Post subject:  Making new weapons Reply with quote  Mark this post and the followings unread

I'd like to make some new weapons for my mod, I guess it requires plenty of scripting and I'm not really sure how to start.

First I'd like to make a fireball that acts like the one in RA1. Is that even possible?

Second, a nuclear explosion. I got the animation from RA2, now I just need to do the coding. I heard somewhere that a weapon can't have a damage radius bigger than 3 cells?

Also, is it possible to make V3 rockets like in RA2?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jun 22, 2004 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

New weapons are easy... most of the time.
Fireball.. how did it act in RA1?
Nuke... true, spread can't be higher than 3 cells. So, you'd have to use airburst weaponry to expand the area of damage.
V3... no, I don't think that is possible.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Jun 22, 2004 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

It literally fired a long-range fireball at the enemy.
V3 rocket emulation could probably be done with a slow-moving projectile that arcs and is high, you won't be able to shoot it down, though.

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Jango
Soldier


Joined: 18 Nov 2003

PostPosted: Tue Jun 22, 2004 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the Fireball you can use a weapon kind of proton blast of the cyborg commando, a projectile with rot=1 with a low speed with trail but then the hills are a problem (INMO a BIG and annoying problem).
For the nuke, well, if you use a suicide vehicle with explodes=yes maybe you could make a powerful explosion.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue Jun 22, 2004 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

So... How would I add trails to the projectile? Don't know the line.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Wed Jun 23, 2004 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

It's in the art.ini you add a Trailer= to the image that is used for the projectile.

An example:
Code:
[DRAGON]
Trailer=SMOKEY2
Rotates=yes

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Morpheas_modder
Medic


Joined: 09 Jul 2004
Location: in bed sleeping

PostPosted: Fri Jul 09, 2004 9:00 am    Post subject: Re: Making new weapons Reply with quote  Mark this post and the followings unread

GeckoYamori wrote:
I'd like to make some new weapons for my mod, I guess it requires plenty of scripting and I'm not really sure how to start.

First I'd like to make a fireball that acts like the one in RA1. Is that even possible?

Second, a nuclear explosion. I got the animation from RA2, now I just need to do the coding. I heard somewhere that a weapon can't have a damage radius bigger than 3 cells?

Also, is it possible to make V3 rockets like in RA2?



who ever told you the damage radius is a lier!! I made a nuke just by copying the high explosive warhead and making more powerful.
then i made its range 20 cells!!! then i had to mess around with some projecitle stats and when i used it HOLY COW! half the enemies base was gone. it is kinda noobish but hey its cool to see.and for trails on the wepon you go to


***projectile statistics***
this is an example


[ChemMissile]
Arm=2
High=yes
VeryHigh=yes
Cluster=8
;Shadow=no
Proximity=yes
Ranged=yes
AA=no
Image=MISLCHEM <<<<< this tells the pc what images to use
ROT=4
Color=DarkGreen
IgnoresFirestorm=yes

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Jango
Soldier


Joined: 18 Nov 2003

PostPosted: Fri Jul 09, 2004 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

True: A warhead can't have a damage radius bigger than 3 cells.
True: A weapon can have a damage radius bigger than 3 cells (clusters).

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri Jul 09, 2004 10:22 am    Post subject: Re: Making new weapons Reply with quote  Mark this post and the followings unread

Morpheas_modder wrote:
GeckoYamori wrote:
I'd like to make some new weapons for my mod, I guess it requires plenty of scripting and I'm not really sure how to start.

First I'd like to make a fireball that acts like the one in RA1. Is that even possible?

Second, a nuclear explosion. I got the animation from RA2, now I just need to do the coding. I heard somewhere that a weapon can't have a damage radius bigger than 3 cells?

Also, is it possible to make V3 rockets like in RA2?



who ever told you the damage radius is a lier!! I made a nuke just by copying the high explosive warhead and making more powerful.
then i made its range 20 cells!!! then i had to mess around with some projecitle stats and when i used it HOLY COW! half the enemies base was gone. it is kinda noobish but hey its cool to see.and for trails on the wepon you go to


***projectile statistics***
this is an example


[ChemMissile]
Arm=2
High=yes
VeryHigh=yes
Cluster=8
;Shadow=no
Proximity=yes
Ranged=yes
AA=no
Image=MISLCHEM <<<<< this tells the pc what images to use
ROT=4
Color=DarkGreen
IgnoresFirestorm=yes


The only lier here is you................

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Fri Jul 09, 2004 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quit being an asshat Morpheas_modder you just killed your own argument by throwing the stupid clusters in there like we told him to do earlier. Your a n00b and there is very little chance you know something we don't.

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