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 Forum index » Modding Central » Red Alert 2 Editing Forum
BallonHover/Helicopter and IsRailgun weapon.
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chr0nicz420
Missile Trooper


Joined: 10 Feb 2016

PostPosted: Sat Apr 18, 2020 4:02 pm    Post subject:  BallonHover/Helicopter and IsRailgun weapon. Reply with quote

I'm doing some experiments for a weapon on a helicopter unit and it has IsRailgun. However, the way it attacks is so buggy. It cannot attack continuously, always stop from firing after a few shots as if I put a FireOnce tag. Sometimes it only fires a single shot then immediately stops from firing so it's really random.

Code for the unit and its weapon:
Code:

; The helicopter unit
[HELIX]
UIName=Name:HELIX
Name=Helix
Prerequisite=SOVWEAP,SOVPLCE,SOVAIRF
;BurstDelay0=1
;BurstDelay1=1
;BurstDelay2=1
Primary=HelixCannon
Secondary=HelixCannonE
Strength=1500
Category=AirPower
JumpJet=yes
Landable=no
Armor=aircraft_t2
TechLevel=10
Sight=7
Speed=10
PitchSpeed=1.1
AirRate=1
BalloonHover=yes
JumpjetSpeed=15
JumpjetClimb=7
JumpjetCrash=20
JumpJetAccel=12
JumpjetTurnRate=5
JumpjetHeight=1000
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes
Owner=China
RequiredHouses=China
Cost=3000
Bounty.Value=750
Soylent=750
Points=100
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceCrashing=
CrashingSound=
DieSound=
CreateSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER
EliteAbilities=SELF_HEAL,STRONGER,FASTER
ActivateSound=VehicleOnline
DeactivateSound=VehicleOffline
Size=50
SelfHealing=yes
SizeLimit=1
HoverAttack=yes
AllowedToStartInMultiplayer=yes;no
Crashable=yes
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
PreventAttackMove=yes
ImmuneToPsionics=yes
Parasiteable=no
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSelectableCombatant=yes
CrashSpin=no
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.5


Code:

; The weapon
[HelixCannon]
Damage=50
ROF=15
Range=8
Projectile=QuadShell
Speed=20
Warhead=HelixGunWH
Report=Quad3Attack
Anim=GUNFIRE
IsRailgun=yes
AttachedParticleSystem=HelixRailgunSys
Bright=yes
OmniFire=yes
Burst=2

; Its Railgun and Particle
[HelixRailgunSys]
HoldsWhat=HelixRailgunPart
BehavesLike=Fire
Lifetime=2
ParticleCap=5

[HelixRailgunPart]
Image=VERTRAIL
Deacc=0
Velocity=300
BehavesLike=Fire
MaxEC=3
StartStateAI=1
EndStateAI=2
StateAIAdvance=1
Translucent50State=9999
Translucent25State=999
Translucency=0
DeleteOnStateLimit=no
Normalized=no
FinalDamageState=2

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Sat Apr 18, 2020 9:22 pm    Post subject: Reply with quote

Tried it out by putting my own testing railguns on a Kirov and it has the same problems, eventually as the game continued and I kept trying to get it to fire, the game slowed to a halt. Doesn't seem to like BalloonHover and needs to change heights to fire.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Apr 18, 2020 10:28 pm    Post subject: Reply with quote

What about cheating and using radbeams?
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Apr 18, 2020 11:33 pm    Post subject: Reply with quote

Then use the detached one
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I play Rivals tho, PM me for a fight.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Sun Apr 19, 2020 12:32 am    Post subject: Reply with quote

Detached railguns have the same problem. Radbeams can't have particle behavior or SHPs attached, unless you have some other way to use a radbeam into a railgun?
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chr0nicz420
Missile Trooper


Joined: 10 Feb 2016

PostPosted: Sun Apr 19, 2020 6:21 am    Post subject: Reply with quote

It seems there is no workaround... I was trying to make a bullet-like projectile while keeping the accuracy, hence the IsRailgun, but adding Image tag on its Projectile directly causes inaccuracy on the weapon.

Code:

; Some sample of my bullet-like projectile on artmd
[VERTRAIL]
Image=INVISO
UseLineTrail=yes
LineTrailColor=255,220,0
LineTrailColorDecrement=180

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Mon Apr 20, 2020 12:08 pm    Post subject: Reply with quote

There is a workaround, give the unit initial payload open-topped passengers with DetachedRailguns. It seems those work perfectly fine.

Here's what I used:
Spoiler (click here to read it):
Code:
[ZEP]
InitialPayload.Types=TESTTNK
InitialPayload.Nums=1
SizeLimit=5
Passengers=16
OpenTopped=yes
Survivor.RookiePassengerChance=0
Survivor.VeteranPassengerChance=0
Survivor.ElitePassengerChance=0
NoManualEnter=yes
NoManualUnload=yes

[TESTTNK]
UIName=NOSTR:Testing Tank
Name=Test-la Tank
Primary=Railgun1

[Railgun1]
Damage=0
AmbientDamage=100
ROF=5
Range=12
Ammo=0
Projectile=InvisibleHigh
Speed=100
Warhead=HE
Anim=GUNFIRE
IsDetachedRailgun=true
AttachedParticleSystem=BlueRailgunSys

[BlueRailgunSys]
BehavesLike=Railgun
HoldsWhat=BlueRailgunPart
Spawns=yes
SpawnFrames=1
SpawnRadius=1
SpiralRadius=30
ParticlesPerCoord=.02
SpiralDeltaPerCoord=0
MovementPerturbationCoefficient=0
PositionPerturbationCoefficient=0
VelocityPerturbationCoefficient=0
Slowdown=0.002
ParticleCap=7
SpawnCutoff=10
SpawnTranslucencyCutoff=11

[BlueRailgunPart]
BehavesLike=Railgun
BehavesLike=Smoke
MaxEC=60
Image=RAILPART1
Translucency=25
Velocity=5.0
Deacc=.05
WindEffect=0
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=3

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chr0nicz420
Missile Trooper


Joined: 10 Feb 2016

PostPosted: Thu Apr 23, 2020 8:43 pm    Post subject: Reply with quote

I completely forgot using Initial.Payload and OpenTopped. Thank you very much.

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