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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Replicating Magnetic Singularity RA3
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Mr.Hymn
Grenadier


Joined: 01 May 2020

PostPosted: Sat Feb 27, 2021 7:37 pm    Post subject:  Replicating Magnetic Singularity RA3 Reply with quote

Here is the video. It works better after numerous tests. The only issue is sometimes the magbeam works pulling unit toward the magnetic field but sometimes don't.

Isn't below on a warhead is enough? or because EMP disrupted the locomotor beam?

Code:

IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
EMP.Duration=150
EMP.Cap=150





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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Feb 27, 2021 11:58 pm    Post subject: Reply with quote

Nice! So you used the initial payload magnet trooper?


Btw the effect looks really nice I like how it attacks the buildings and uses the electric bolt really really nice colours. I’d make the main circular graphic a tad more transparent to not overwhelm or over play the effect.

That unused rocker tag (god i forget it’s name) also prevents the unit from retaliating. But not sure if it could be combined with a magnet.



As for your issue sir maybe try the EMP as an attached effect and not part of the same weapon providing locomotor have the locomotor warhead attach the EMP through an animation. So that the two parts function independently. They appear to be dropped as soon as the EMP Activates perhaps because the target vehicle had changed state, similar to how parasite attacks will be stopped. Now vanilla you can levitate an offline robot tank, so you should be able to levitate any offline EMP vehicle, but perhaps the application of the effect ends the levitations constant attack.


Alternatively. If you are using initial payload on the unit carrying the levitation units. Then the primary weapon of this initial payload vehicle can be constantly applying EMP through cell spread like desolator. While the guys on the inside only provide the locomotor. Be sure to target AA. ( think about how a Gatling tank can AA target a levitating unit without disturbing the locomotor )

One more method would be to apply the EMP when the enemy unit is pulled into the circular graphic. Here Only when it is within the circular graphic should the unit be disabled maybe it will work by warhead on the graphics animations. Perhaps using the same weapon that eventually destroys the initial payload vehicle.



If it turns out to be the case that the EMP always disrupts the levitation process, then a final suggestion would be to make sure the EMP is applied in one dosage; as the weapon is cast; EMP all units in cast radius, and then spawn the unit to provide levitation. But in this case when outsiders decide to drive into the EMP while it is functioning, it will not disable them but only drag.

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Culverin!
Vehicle Driver


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Sun Feb 28, 2021 1:59 am    Post subject: Reply with quote

If you need EMP for disabling units entering the area effect, I'll support AnimalMan's advice to add another infantry type in the InitialPayload, using either AreaFire or Dropping and Cluster=1 combination, preferably the former.

Besides, any unit being lifted by a locomotor warhead is already incapacitated, and would make EMP redundant. I've seen more than enough instances of Magnetron towers juggling vehicles, and the vehicles are all helpless if there are outnumbered by the Magnetrons.

Just a little opinion.

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Mr.Hymn
Grenadier


Joined: 01 May 2020

PostPosted: Sun Feb 28, 2021 4:05 pm    Post subject: Reply with quote

Thanks for your advice. I will surely try them. Right now they are initial payload on a plane (plane has no weapon and flightlevel=1 so it is nearl stick to the ground. I can't use building because building range will override all the weapon range and ignore the minimum range so I put them as openttoped instead.

I can't make them to spread fire evenly even DistributedFire=yes they all still attack the same target once and jump to another instead of spreading all guns to all enemies.

So I have to splits all unit'sweapon to each armor type that way you can see many electricbolt came out and attack many enemies within range at once.

And what you see this spawn unit is civilian side not invoker because if I spawn invoker they will never hit the building on their own unless BuildCat=Combat is set.

Let's talk about code. It will be a long one. This is the old version and I will use change the animation damage to areafire as you suggested.

And apply the animation damage as suicide to kill this magnetic by itself.

Currently I am spawning a unit and the controller which will blow itself under the opentopped unit and kill them off. I can't believe I forgot the areafire, it is much easier and less frustration for this kind of thing.

Here is the code, feel free to try and let me know what number or what needs to be changed.

Spoiler (click here to read it):

Code:

[MAGNETICSINGCONTROLLER]
;UIName=NOSTR:Magnet control
Name=Magnetic Singularity
Image=BLANKBUILDING2
PlaceAnywhere=yes
PrerequisiteOverride=EXPCALAB
ForceShield.Modifier=0%
IronCurtain.Modifier=0%
UIName=NOSTR:Hello
BuildCat=Combat
TechLevel=-1
Primary=DummyDestroySelf
Armor=MagnetImmune
Strength=10
Sight=1
ROT=10
Points=30
Cost=400
Power=0
Capturable=false
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
BaseNormal=no
Adjacent=255
Selectable=no
ThreatPosed=30
IsBaseDefense=yes
Explosion=NULLANIM
MaxDebris=0
MinDebris=0
Crewed=no
KeepAlive=no
HasStupidGuardMode=false
AntiArmorValue=10
ImmuneToPsionics=yes
;DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DieSound=none
BuildingDieSound=none
DamageSound=none ;BuildingMetalDamaged
BuildingDamageSound=none
HealthBar.Hide=yes
KeepAlive=no
ImmuneToEMP=yes
DieSound=none
ImmuneToPsionics=yes
Explodes=yes
DeathWeapon=MagneticKill ; NUKE
WorkingSound=MagneticZapLoop
SuperWeapon=MSSpawnerDestroySelf ; clean self up
AttachEffect.Animation=MAGNETICKILLANIM
AttachEffect.Duration=300

[MagneticKill]
Damage=600000
AmbientDamage=600000
Range=30
Projectile=Invisible  ;MultiMissile
Speed=10
Warhead=MAGNETKILLWH
Report=PriestMindControl


; Magnetic Singularity Selector
[MAGNETCONTROL]
AttachEffect.Animation=MAGNETICSINGANIM
AttachEffect.Duration=-1
ForceShield.Modifier=0%
IronCurtain.Modifier=0%
HealthBar.Hide=yes
Image=BULLET2
FlightLevel=1
FlyBack=true
Name=Magnetic Singularity Selector
Strength=4000
Category=AirLift
Armor=MagnetImmune
TechLevel=-1
OpenTopped=yes
Sight=10
Sensors=yes
SensorsSight=10
Cursor.Move=Move
Cursor.NoMove=Move
Cursor.Deploy=Move
Cursor.NoDeploy=Move
Cursor.Enter=Move
Cursor.NoEnter=Move
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Speed=3
Survivor.RookiePassengerChance=0
Survivor.VeteranPassengerChance=0
Survivor.ElitePassengerChance=0
;PitchSpeed=0.9
;Primary=ParticleBomb
PitchSpeed=0.9
PitchAngle=15
Owner=British,French,Germans,Americans,Alliance
Cost=1
Points=20
ROT=50
Crewed=no
Passengers=60 ;24
InitialPayload.Types=MAGNETSHK,MAGNETSHKA,MAGNETSHKB,MAGNETSHK2,MAGNETSHK2A,MAGNETSHK2B,MAGNETSHK3,MAGNETSHK3A,MAGNETSHK3B,MAGNETSHK4,MAGNETSHK4A,MAGNETSHK4B
InitialPayload.Nums=5 ;2
NoManualUnload=true
NoManualEnter=true
Selectable=no
ImmuneToEMP=yes
DistributedFire=yes
IsSelectableCombatant=no
CrateGoodie=no
NoShadow=yes
GuardRange=30
Explodes=yes
ConsideredAircraft=yes
AmbientSound=MagneticSingSoundLoop
AirportBound=no ; If I ever need to land and there are no airports I crash because I can only land on them
;Explosion=PCBEAMEND2
MaxDebris=0
MinDebris=0
CrashingSound=
ImpactLandSound=
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0
SpecialThreatValue=1
DamageParticleSystems=none
;AuxSound1=DropshipTakeOff   ;Taking off
;AuxSound2=DropshipLanding   ;Landing
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
IsSelectableCombatant=no
Trainable=no
Insignificant=yes

; Magnetic Tesla Trooper
[MAGNETSHK]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

; Magnetic Tesla Trooper
[MAGNETSHKA]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBoltA
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBoltA ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHKB]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBoltB
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBoltB ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK2]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt2
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
=CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt2 ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
TechLevel=-1
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK2A]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt2A
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt2A ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
TechLevel=-1
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK2B]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt2B
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
=CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt2B ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
TechLevel=-1
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

; Magnetic Tesla Trooper
[MAGNETSHK3]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt3
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt3 ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
DefaultToGuardArea=yes
HasStupidGuardMode=false
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7

Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK3A]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt3A
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt3A ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
DefaultToGuardArea=yes
HasStupidGuardMode=false
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7

Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK3B]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt3B
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt3B ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
DefaultToGuardArea=yes
HasStupidGuardMode=false
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7

Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

; Magnetic Tesla Trooper
[MAGNETSHK4]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt4
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt4 ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK4A]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt4A
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt4A ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[MAGNETSHK4B]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt4B
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt4B ; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes

[ElectricBolt]
Damage=50
ROF=60
Range=3
Speed=100
Warhead=Shock
Report=TeslaTroopAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[MagneticBolt]
Damage=20000
ROF=15
Range=8
Speed=100
Warhead=InfShock
;Report=TeslaTroopAttack
Projectile=InvisibleHigh
IsElectricBolt=true
OmniFire=yes
Report=LightningZapSound
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys

[MagneticBoltA]
Damage=20000
ROF=15
Range=8
Speed=100
Warhead=InfShockA
;Report=TeslaTroopAttack
Projectile=InvisibleHigh
IsElectricBolt=true
OmniFire=yes
Report=LightningZapSound
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys

[MagneticBoltB]
Damage=20000
ROF=15
Range=8
Speed=100
Warhead=InfShockB
;Report=TeslaTroopAttack
Projectile=InvisibleHigh
IsElectricBolt=true
OmniFire=yes
Report=LightningZapSound
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys

[MagneticBolt2]
Damage=0.001
ROF=15
Range=7.5
Speed=100
Warhead=LightTankShock
MinimumRange=3.5
;Report=TeslaTroopAttack
Projectile=InvisibleAll
IsElectricBolt=true
OmniFire=yes
Report=LightningZapSound
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys

[MagneticBolt2A]
Damage=0.001
ROF=15
Range=7.5
Speed=100
Warhead=MediumTankShock
MinimumRange=3.5
;Report=TeslaTroopAttack
Projectile=InvisibleAll
IsElectricBolt=true
OmniFire=yes
Report=LightningZapSound
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys

[MagneticBolt2B]
Damage=0.001
ROF=15
Range=7.5
Speed=100
Warhead=HeavyTankShock
MinimumRange=3.5
;Report=TeslaTroopAttack
Projectile=InvisibleAll
IsElectricBolt=true
OmniFire=yes
Report=LightningZapSound
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys

[MagneticBolt3]
Damage=5000
ROF=15
Range=7.5
Speed=100
Warhead=LightTankLift
MinimumRange=2
Projectile=InvisibleHigh
OmniFire=yes

[MagneticBolt3A]
Damage=5000
ROF=15
Range=7.5
Speed=100
Warhead=MediumTankLift
MinimumRange=2
Projectile=InvisibleHigh
OmniFire=yes

[MagneticBolt3B]
Damage=5000
ROF=15
Range=7.5
Speed=100
Warhead=HeavyTankLift
MinimumRange=2
Projectile=InvisibleHigh
OmniFire=yes

[MagneticBolt4]
Damage=0.001
ROF=15
Range=7.5
Speed=100
Warhead=WoodBuildShock
;MinimumRange=3
IsElectricBolt=true
Projectile=InvisibleHigh
OmniFire=yes
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys
Report=LightningZapSound

[MagneticBolt4A]
Damage=0.001
ROF=15
Range=7.5
Speed=100
Warhead=SteelBuildShock
;MinimumRange=3
IsElectricBolt=true
Projectile=InvisibleHigh
OmniFire=yes
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys
Report=LightningZapSound

[MagneticBolt4B]
Damage=0.001
ROF=15
Range=7.5
Speed=100
Warhead=ConcreteBuildShock
;MinimumRange=3
IsElectricBolt=true
Projectile=InvisibleHigh
OmniFire=yes
IsAlternateColor=yes
Bolt.Color1=21,2,219
Bolt.Color2=3,0,156
Bolt.Color3=106,6,249
Bolt.ParticleSystem=SparkSys
Report=LightningZapSound


[InfShock]
Verses=1000%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=5
Wood=no
AnimList=TSTIMPCT

[InfShockA]
Verses=0%,1000%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=5
Wood=no
AnimList=TSTIMPCT

[InfShockB]
Verses=0%,0%,1000%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=5
Wood=no
AnimList=TSTIMPCT

[LightTankShock]
Verses=0%,0%,0%,100%,0%,0%,0%,0%,0%,100%,100%
EMP.Duration=150
EMP.Cap=150
EMP.Threshold=-1

[MediumTankShock]
Verses=0%,0%,0%,0%,100%,0%,0%,0%,0%,100%,100%
EMP.Duration=150
EMP.Cap=150
EMP.Threshold=-1

[HeavyTankShock]
Verses=0%,0%,0%,0%,0%,100%,0%,0%,0%,100%,100%
EMP.Duration=150
EMP.Cap=150
EMP.Threshold=-1

[LightTankLift]
Verses=0%,0%,0%,100%,0%,0%,0%,0%,0%,100%,100%
IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
EMP.Duration=150
EMP.Cap=150

[MediumTankLift]
Verses=0%,0%,0%,0%,100%,0%,0%,0%,0%,100%,100%
IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
EMP.Duration=150
EMP.Cap=150

[HeavyTankLift]
Verses=0%,0%,0%,0%,0%,100%,0%,0%,0%,100%,100%
IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
EMP.Duration=150
EMP.Cap=150

[WoodBuildShock]
Verses=0%,0%,0%,0%,0%,0%,100%,0%,0%,0%,0%
EMP.Duration=150
EMP.Cap=150

[SteelBuildShock]
Verses=0%,0%,0%,0%,0%,0%,0%,100%,0%,0%,0%
EMP.Duration=150
EMP.Cap=150

[ConcreteBuildShock]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,100%,0%,0%
EMP.Duration=150
EMP.Cap=150

[MAGNETICSINGANIM]
Image=MAGNETICBALLA200
Damage=1
Translucency=25
Weapon=MagneticSingWeap

[MAGNETICKILLANIM]
Image=BLANK300
Damage=600000
Weapon=MagneticKill
Damage.Delay=299

[/quote]
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Mar 01, 2021 12:13 am    Post subject: Reply with quote

Just looking at the sheer size of this code it is genius


But perhaps there is a much much easier way to do multi unit targeting.


Having a group of 5 magnetrons; only 1 magnetron can lift a unit at a time, leaving the other 5 magnetrons free to lift other units.

See drop pods
https://ares-developers.github.io/Ares-docs/new/droppod.html?highlight=dropped

I have never used droppod for any super weapon so I am not familiar with it.
I see why you have used an aircraft (to prevent the destruction of the unit when cast on top of a building) but since we have magnet trooper as infantry; it may be possible to land the effect using a small squad of invisible magnettroopers with primary and secondary being electric bolt and locomotor. (Again this will depend on how drop pod creates infantry when cast on or close to obstacles) and may let you add a layer or randomness to the effect. DropPodMinimum/DropPodMaxium,  while it seems also DropPodTrailer= Might provide a window to instance the important pre-attack animations. If this method is more suitable, and drop pod infantry locate around obstacles if targeted, it may even look nice to have the magnet infantry themselves appear as electrified miniature black holes that spawn close or near to the main animation.
^^^
I hope this method works, since this way you dramatically reduce the amount of code needed which is great for reducing code navigation stress in the future.

———

If this doesn’t work well^^^ and you keep initial payload, you could always kill the initial payload vehicle instantly, and release the magnet troopers; so they can auto acquire multiple targets correctly before they themselves are killed. ( maybe with 0 movement speed, or special SpeedType, the magnet troopers won’t scatter on release and each magnet trooper can have the same weapon and warhead )

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Mr.Hymn
Grenadier


Joined: 01 May 2020

PostPosted: Mon Mar 01, 2021 3:16 am    Post subject: Reply with quote

AnimalMan wrote:
Just looking at the sheer size of this code it is genius


But perhaps there is a much much easier way to do multi unit targeting.


Having a group of 5 magnetrons; only 1 magnetron can lift a unit at a time, leaving the other 5 magnetrons free to lift other units.

See drop pods
https://ares-developers.github.io/Ares-docs/new/droppod.html?highlight=dropped

I have never used droppod for any super weapon so I am not familiar with it.
I see why you have used an aircraft (to prevent the destruction of the unit when cast on top of a building) but since we have magnet trooper as infantry; it may be possible to land the effect using a small squad of invisible magnettroopers with primary and secondary being electric bolt and locomotor. (Again this will depend on how drop pod creates infantry when cast on or close to obstacles) and may let you add a layer or randomness to the effect. DropPodMinimum/DropPodMaxium,  while it seems also DropPodTrailer= Might provide a window to instance the important pre-attack animations. If this method is more suitable, and drop pod infantry locate around obstacles if targeted, it may even look nice to have the magnet infantry themselves appear as electrified miniature black holes that spawn close or near to the main animation.
^^^
I hope this method works, since this way you dramatically reduce the amount of code needed which is great for reducing code navigation stress in the future.

———

If this doesn’t work well^^^ and you keep initial payload, you could always kill the initial payload vehicle instantly, and release the magnet troopers; so they can auto acquire multiple targets correctly before they themselves are killed. ( maybe with 0 movement speed, or special SpeedType, the magnet troopers won’t scatter on release and each magnet trooper can have the same weapon and warhead )


From what I tried, since my electric/magnetic troops are scattering around the area, some of them are crushed by magnetic troop gun (falling tank).

So what I see possible might have to use the building with placeanywhere=yes is set, spawn many of them since 1 building have 1 gun (no initialpayload), they can work on their own. FireOnce=yes should let them seek new target for every shot count. I believe. This should reduce some of the code down because they aren't rely on DisttributedFire anymore. Magnetic gun doesn't need FireOnce.

Change from aircraft (opentopped) to the building. The only flaw of opentopped is the unit (plane) will spawn sit next to the obstacle (misplaced) if I am trying to spawn on them. Unlike building with placeanywhere is set they will spawn right through the target area no matter what obstacles are. even on water. Make sure those buildings have immune armor otherwise will see a weird AI reaction lol

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 01, 2021 3:32 am    Post subject: Reply with quote

I wouldn't recommend using a placeanywhere building, if two buildings occupy the same spot & one of them is destroyed it can cause crashes.

Why cant you just spawn several aircraft & have them use the mag weapon instead of the dummy infantry?
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Mr.Hymn
Grenadier


Joined: 01 May 2020

PostPosted: Mon Mar 01, 2021 6:18 am    Post subject: Reply with quote

Mig Eater wrote:
I wouldn't recommend using a placeanywhere building, if two buildings occupy the same spot & one of them is destroyed it can cause crashes.

Why cant you just spawn several aircraft & have them use the mag weapon instead of the dummy infantry?


I never know that about building's problem. The reason I did not use many planes because if you are unitDelivery on the occupied space the spawn may occurs on a differ spot or spreading around the area which make it look weird and since units (plane) can't stack on the same spot they would spreading around the area and see that the electric bolt came from many directions. and perhaps may not even inside the magnetic ball. And if possible I want the weapon to become less restriction otherwise it is working as intended I just want it to be more neat and tidy.

Same way when I tried to spawn particle cannon unit on the building but the unit is spawned next to it, not on top. I have to manual the particle cannon myself to fly over the building.

Due to restriction I might have to let it be this way or to avoid the problem. Simply remove the electric part spawn only 0x0 foundation building that has magnetic weapon only and let EMP attach effect do the job and gives EMPulse destroyself weapon. I don't know which one is the best?

The reason Vacumm Imploder is much easier job because they only need magnet guy but mine version each of them has differ minimum range and differ max range so they don't have to shoot the unit that already been dragged into the EMP ball but rather aim for a new units and buildings around.

It just works very well except if I spawn them over occupied area and just sometimes the magnet guy doesn't drag the unit in they just lift and let them go up and down, up and down. Sometimes they do drag all vehicles as intended.

What I think is because magnet guy is in the same plane as electric guy which has DistributedFire=yes set so they will keep aiming for a new unit after it lifted in to the air I believe. I will need to try magnet guy on a differ plane and see how it goes.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Mar 01, 2021 11:12 am    Post subject: Reply with quote

Have you tried minimum and maximum range to prevent some magnet trooper from being able to target from within InitialPayload at set range


Example;

MagTrooper01 ; minrange=5 maxrange=8
MagTrooper02 ; minrange=3 maxrange=5
Magtrooper03 ; minrange=0 maxrange=3

Maybe it will pull the unit to its minimum range drop it and retarget in stages. While the next magnet trooper picks it up again.
Like pass the parcel. With each interior troop target all types of armour with only unique weapon per unit.


Also maybe if there is a way to speed up the magnet pull so it pulls them in really fast, then you might be able to do just 1 unit

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Mr.Hymn
Grenadier


Joined: 01 May 2020

PostPosted: Mon Mar 01, 2021 4:38 pm    Post subject: Reply with quote

AnimalMan wrote:
Have you tried minimum and maximum range to prevent some magnet trooper from being able to target from within InitialPayload at set range


Example;

MagTrooper01 ; minrange=5 maxrange=8
MagTrooper02 ; minrange=3 maxrange=5
Magtrooper03 ; minrange=0 maxrange=3

Maybe it will pull the unit to its minimum range drop it and retarget in stages. While the next magnet trooper picks it up again.
Like pass the parcel. With each interior troop target all types of armour with only unique weapon per unit.


Also maybe if there is a way to speed up the magnet pull so it pulls them in really fast, then you might be able to do just 1 unit


Will do will do... I am surprised that you have a same idea I will try and let you know.

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