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 Forum index » Modding Central » Red Alert 2 Editing Forum
Meteor Showers
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Dec 22, 2020 1:37 am    Post subject:  Meteor Showers Reply with quote  Mark this post and the followings unread



before i realise the solution was as simple as re-enabling

Code:
203=METLARGE
204=METSMALL
205=METDEBRI
206=METSTRAL
207=METLTRAL


in the anims list; i couldnt find any info on why Fa2 by default trigger # 58 Meteor Shower At... Creates a meteor shower around the specified waypoint - was causing fatal error. The solution is often as simple as the problem.

To spawn Gems you'll want GEM03 in the ARTMD.ini METDEBRI. Gem12 causes some issues, i havent tried the other gems yet. I also havent tried TiberiumSpawnType=GEM03,Tib03 to see if it can spawn multiple or randomized types. But il check in the morning.

The meteorite required warhead is blank or unlisted in the rulesmd.ini, but a specifiable damage is still inflicted via data listed artmd.ini. I had read a tonne of threads that were attempting to weaponize this feature. And unfortunately none were as helpful as the information i am providing here Smile x

from memory the entire feature here can be enabled on a map per map basis and made available in multiplayer without use of general rule mods. I remember it from back in the early westwood online days, where modded maps had this enabled. There is interestingly some additional triggers relating to ice growth. I may look into.

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wiwimax
Cyborg Engineer


Joined: 13 Dec 2016

PostPosted: Fri Sep 02, 2022 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible somehow this to be weaponized? Like a super-weapon?

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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Sat Sep 03, 2022 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

wiwimax wrote:
Is it possible somehow this to be weaponized? Like a super-weapon?

Splits that generates debris falling from the sky.

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wiwimax
Cyborg Engineer


Joined: 13 Dec 2016

PostPosted: Sat Sep 03, 2022 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
wiwimax wrote:
Is it possible somehow this to be weaponized? Like a super-weapon?

Splits that generates debris falling from the sky.


How?
Can you write a code for this?

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adamstrange
Stealth Laser Trooper


Joined: 07 Mar 2013

PostPosted: Sat Sep 03, 2022 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

To bad that the devs never set up the game so that when batteling on the moon all soldiers would have space suits with buildings that would provide oxygen generation for the base

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NimoStar
Cyborg Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Sep 04, 2022 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
To bad that the devs never set up the game so that when batteling on the moon all soldiers would have space suits with buildings that would provide oxygen generation for the base


Well the original moon maps restricted to jumpjet type or suited infantry.

as for "oxygen" the game engine only allows hardcoded resources (power and money)
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