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Air Strike
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Karskin
Vehicle Driver


Joined: 16 May 2004
Location: England

PostPosted: Tue Jun 22, 2004 8:31 pm    Post subject:  Air Strike Reply with quote  Mark this post and the followings unread

Would it be possible to make a air strike superweapon by cloning the spy plane superweapon, changing the graphics, and altering the spy camera weapon to drop bombs instead of taking photos?

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Tue Jun 22, 2004 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I've heard, you can't make the Spy Plane's photo weapon to drop bombs. You can, however, make the Spy Plane have a "toxic" trailer, making it like a crop duster...

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Wed Jun 23, 2004 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe clone Boris' mig airstrike? It's not a superweapon though...

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Wed Jun 23, 2004 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

The Spy Plane's Camera is hard coded.

To make air strike superweapon you have to use Boris' code or modify one of the paradrops.

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Karskin
Vehicle Driver


Joined: 16 May 2004
Location: England

PostPosted: Wed Jun 23, 2004 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

mmmm how could i make the paradrop drop bombs instead of infantry and is there anyway to change on paradrop plane voxel without changing them all?

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Wed Jun 23, 2004 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

its just the same plane voxel used 4 times (or however many ParaSpecials there are)

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Karskin
Vehicle Driver


Joined: 16 May 2004
Location: England

PostPosted: Wed Jun 23, 2004 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

so i could have one paradrop with one voxel and the others with others lol

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Jun 23, 2004 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you mean: 'can each paradrop use a different plane', then no. It's impossible, all use PDPlane.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Jun 24, 2004 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Karskin wrote:
mmmm how could i make the paradrop drop bombs instead of infantry and is there anyway to change on paradrop plane voxel without changing them all?


look here

nope, all paradrops use the same plane, like Clazzy said.

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Mechwarrior94
Medic


Joined: 22 Jun 2004
Location: The Netherlands

PostPosted: Thu Jun 24, 2004 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's almost impossible to get it as a superweapon (replacing another one), but i think it might be possible to add a new one. But you have to add everything it needs. so it should have more coding then other things.

replacing the paradrop is an option (paraboms), but i think u ment carpet bombing. So then this is also out of the question (unless the parachutes can be removed).

An other possible option it boris, but keep in mind to clone him.
Make sure you try it on a clean Rules.ini
Use the images of boris and his mig, then you dont have to add and remove to much.
What do you do next:

- make a bomb in SHP (or get a SHP that looks like a bomb), you can use the blipbomb for testing.
- get the coding right (probably needs about 10 bombs, with spread of 2)
coding needed: Rules.ini

cloned boris codeing + bomb coding (Blipbomb WH can be used)
add it into a barracks of choice and test it.

(art.ini is not needed, sins you use the normal images of boris and his mig).

option, if the testing is complete and you like it. put it into a new Tech-Airport. a clone of the normal one, but now with this the boris clone and it's new mig.

the boris clone should work.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Fri Jun 25, 2004 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you saying to add some of the Boris code to a clone of the Tech Airport?

Mechwarrior94 wrote:
i think it might be possible to add a new one. But you have to add everything it needs. so it should have more coding then other things.


You can clone and modify some superweapons and you can make a few fake ones, but you can't make any new real ones.

Mechwarrior94 wrote:
replacing the paradrop is an option (paraboms), but i think u ment carpet bombing. So then this is also out of the question (unless the parachutes can be removed).


If you remove the parachute, all paradrops would no longer have it.

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Mechwarrior94
Medic


Joined: 22 Jun 2004
Location: The Netherlands

PostPosted: Fri Jun 25, 2004 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Kravvitz wrote:
Are you saying to add some of the Boris code to a clone of the Tech Airport?

Mechwarrior94 wrote:
i think it might be possible to add a new one. But you have to add everything it needs. so it should have more coding then other things.


I will try to get the code tomorrow, ill test it to.
Then you probably understand what i ment.

Kravvitz wrote:
You can clone and modify some superweapons and you can make a few fake ones, but you can't make any new real ones.


what do you mean?

Kravvitz wrote:
Mechwarrior94 wrote:
replacing the paradrop is an option (paraboms), but i think u ment carpet bombing. So then this is also out of the question (unless the parachutes can be removed).


If you remove the parachute, all paradrops would no longer have it.


thats true, thats why it can't succeed.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Fri Jun 25, 2004 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread


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cracker
Vehicle Driver


Joined: 14 Jul 2004

PostPosted: Wed Jul 14, 2004 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Just as a suggestion, you might clone boris's weapon, remove the laser animation and give it a map-wide range (500 works well), and put it as the primary to a building, such as a clone of a tech airport, or a custom building that the player has to build.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Jul 14, 2004 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The building with such weeapon glows like it's being targeted all the time.

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gamemate
Cyborg Engineer


Joined: 23 Apr 2004

PostPosted: Wed Jul 14, 2004 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

That is true but you can still fake it to work without the glow. Add a freeunit with the weapon and make it immune add a extra anim to the explosion list of the building that kills the immune unit. You have to add the damage in artmd.ini because immune is not effected by standard weapons.

This is not a perfect way of doing it but it is an alternative Wink

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Wed Jul 14, 2004 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about if all SW-style Paradrops are sacrificed, and the PD Plane gets a bombing-run style weapon rather than a PDweapon?

Could that work?

If so, then America's Sepcial unit could be a buildable PDplane (with any GFX you want #Tongue) that the palyer loads as they wish. The Airport could allow players that capture it a similar unit instead of a free PD.

This way, the Airstrike could be enabled, the Paradrop can be more useful (since any unit can be loaded, and multiple planes can drop as many inf as required), America gets a 'proper' special unit, and each plane can use unique GFX...

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Jul 14, 2004 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

@gamemate: you mean art(md).ini damage can still effect Immune=yes objects? Nice, I'll need to remember that.
@Major_Gilbear: the paradrop sw is hardwired to use it's weapon only to determine the frequency of paradropping (Burst=). It already has a projectile and damage set, and they are unused. Much like the spyplane is set to use it's weapon only to set the radius of reveal and the distance from original target to start revealing. Unless you give the plane a damaging trailer, I doubt anything else can be achieved.

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gamemate
Cyborg Engineer


Joined: 23 Apr 2004

PostPosted: Wed Jul 14, 2004 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found out by accident, I was going to add flames on a new resource by giving the twinkle anim damage it killed off some of the preplaced immune buildings.

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