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IFV Style nighthawk (vanilla Ra2/YR) [Turretless]
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bbglas007
Vehicle Drone


Joined: 14 Mar 2021

PostPosted: Mon May 31, 2021 6:39 am    Post subject:  IFV Style nighthawk (vanilla Ra2/YR) [Turretless] Reply with quote  Mark this post and the followings unread

Here you go guys

Video Here:
https://youtu.be/yCrE6Y6662M
https://youtu.be/kLg4DdBnQQY


Here is a working IFV Nighthawk transport helicopter (1 gunner + 5 passengers for a total of 6)
Deploy to undeploy passengers, undeploy again to get the gunner out

Thanks to Mig Easter's Posts from 8 Years ago to give me the determination to make this a reality and share the code here
See references:
https://ppmforums.com/topic-33442/creating-a-new-ifv/
https://ppmforums.com/topic-35149/jumpjet-ifv-help/


At first I got a little confused. I thought deleting all references to turrets was the way to go however i was wrong and this resulted in a unit that would only sometimes fire or fire once
Then I tried going back to the full ifv code which resulted in a fully functional yet invisible unit.

What I really needed was something in between
Here I declare only 1 turret, however i make no reference to the turrets themselves

The nighthawk was still only firing once but with extensive testing I noticed it's firing forward and no where else
Even though the nighthawk has OmniFire (as a ;comment), because it think's there's a turret and there actually isn't we need to give every weapon itself omnifire
I did not add Omnifire to the suicide weapons as they are too trigger happy and sometimes randomly suicide flying over miners

So the next step i took was i copied all the IFV Weapons and their properties and changed their name to XXWEAPONXXno2. After i Did that, i made sure to put OmniFire=yes in each weapon entry and then declare each weapon in my new IFV Code

Finally it worked and was able to shoot in all Directions

I added
OmniFire=yes
OpportunityFire=yes
CanPassiveAquire=yes

Change to suit



NOW THE CODE YOU SEE HERE is a little Different


Weapon1=BlackHawkCannon ;Normal
EliteWeapon1=BlackHawkCannon ;Normal
Weapon2=HoverMissile2 ;Engineer
EliteWeapon2=HoverMissileE2 ;Engineer


This means that when it's empty it still shoots its normal gun
This also means when an engineer enters, instead of repair, i changed it to normal IFV missiles

I thought having helicopters repair eachother was a bit OP

You will Also notice something else interesting in my code - Boris Airstrike laser mode
When Boris Enters as a gunner, he will call an airstrike on structural targets


Here is the code for that:

Weapon13=Flare2  
EliteWeapon13=Maverick ; Boris Shoots Harrier missiles when in Elite Nighthawk - change if you wish - or don't

CowTurretIndex=1
CowTurretWeapon=12

AirstrikeTeam=2;
EliteAirstrikeTeam=4;
AirstrikeTeamType=BPLN
EliteAirstrikeTeamType=BPLN
AirstrikeRechargeTime=100;500
EliteAirstrikeRechargeTime=50;250

And don't forget to add the entries to Boris himself
[BORIS]
IFVMode=12

[Flare2]
OmniFire=yes    ; needed because helicopter won't turn
Damage=1
ROF=60
Range=23
Warhead=AirstrikeFlare
MigAttackCursor=yes;like Tanya's SabotageCursor override


Without further adieu, Here is the COPYA PASTA



[SHAD]
Passengers=6
Gunner=yes
OmniFire=yes
OpportunityFire=yes
CanPassiveAquire=yes

TurretCount=1
WeaponCount=17

Weapon1=BlackHawkCannon ;Normal
EliteWeapon1=BlackHawkCannon ;Normal
Weapon2=HoverMissile2 ;Engineer
EliteWeapon2=HoverMissileE2 ;Engineer
Weapon3=CRM602 ;GI
EliteWeapon3=CRM602 ;GI
Weapon4=CRFlakGuyGun2 ;Flak Troop ;Rocketeer
EliteWeapon4=CRFlakGuyGun2 ;Flak Troop ;Rocketeer
Weapon5=CRMP52 ;Seal
EliteWeapon5=CRMP52 ;Seal
Weapon6=AWPE2 ;Sniper
EliteWeapon6=AWPE2 ;Sniper
Weapon7=CRElectricBolt2 ;ShockTrooper
EliteWeapon7=CRElectricBolt2 ;ShockTrooper
Weapon8=CRNuke2 ;Crazy Ivan
EliteWeapon8=CRNuke2 ;Crazy Ivan
Weapon9=CRMindControl2 ;Yuri
EliteWeapon9=CRMindControl2 ;Yuri
Weapon10=CRRadBeamWeapon2;Desolator
EliteWeapon10=CRRadBeamWeapon2;Desolator
Weapon11=CRNeutronRifle2 ;Chrono
EliteWeapon11=CRNeutronRifle2 ;Chrono
Weapon12=CRTerrorBomb2 ;Terrorist
EliteWeapon12=CRTerrorBomb2 ;Terrorist
Weapon13=CowShot2 ;Cow
EliteWeapon13=CowShot2 ;Cow
Weapon14=CRPsychicJab2 ;Initiate
EliteWeapon14=CRPsychicJab2 ;Initiate
Weapon15=CRVirusGun2 ;Virus
EliteWeapon15=CRVirusGun2 ;Virus
Weapon16=CRSuperMindBlast2 ;Yuri Prime
EliteWeapon16=CRSuperMindBlast2 ;Yuri Prime
Weapon17=CRMissileLauncher2 ;Guardian GI
EliteWeapon17=CRMissileLauncher2 ;Guardian GI



;Weapons
;GEF
;0=rocket
;1=gun
;2=repair arm
;3=high-tech


DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan
Weapon13=Flare2  
EliteWeapon13=Maverick

CowTurretIndex=1
CowTurretWeapon=12

AirstrikeTeam=2;
EliteAirstrikeTeam=4;
AirstrikeTeamType=BPLN
EliteAirstrikeTeamType=BPLN
AirstrikeRechargeTime=100;500
EliteAirstrikeRechargeTime=50;250


[HoverMissile2]
Damage=25
ROF=50
Range=6
Burst=2
Projectile=AAHeatSeeker2
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1
OmniFire=yes                ; IMPORTANT

[HoverMissileE2]
Damage=80
ROF=50
Range=6
Burst=4
Projectile=AAHeatSeeker2
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1
OmniFire=yes               ; IMPORTANT etc

[CRM602]
Damage=25
ROF=15
Range=6;4
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=IFVAttackGround
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes

[CRFlakGuyGun2] ; Anti-surface gun for the Flak Trooper
Damage=30;20
ROF=15;20
Range=7;5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround ; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
OmniFire=yes

[CRMP52] ;reimplementing this as an anti-infantry IFV weapon
Damage=125
ROF=10
Range=7;8;6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint3
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
OmniFire=yes
;DistributedWeaponFire=yes

[AWPE2]
Damage=125
ROF=60
Range=14
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OmniFire=yes

[CRElectricBolt2]
Damage=60;50
ROF=45;40 ;changed on 11/29 from 30 to 45
Range=6;3
Speed=100
Warhead=Shock
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
OmniFire=yes

[CRNuke2]
Damage=200 ;changed from 600 on 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35  ; was 10
RadLevel=500
Warhead=CRNUKEWH
Report=NukeExplosion
Suicide=yes


[CRMindControl2]
Damage=200;Needed to be considered offensive unit
Range=1
ROF=10;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=PsiPulse
AreaFire=yes ; just shoot straight at ground under feet
;FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1
OmniFire=yes

[CRRadBeamWeapon2]
Damage=175;125
ROF=30;50
Range=7;5
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
IsRadBeam=yes
Report=DesolatorAttack
OmniFire=yes

[CRNeutronRifle2]
Damage=5
ROF=120
Range=6
Speed=100
Projectile=InvisibleLow
Warhead=ChronoBeam
Report=
IsRadBeam=yes
Report=ChronoLegionAttack
OmniFire=yes

[CRTerrorBomb2]
Projectile=Invisible
Damage=250
Warhead=TerrorBombWH
Anim=RING1
Range=1.5
ROF=10
Suicide=yes


[CowShot2];[PrismShot]
Damage=300
ROF=75;100
Range=12;8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsBigLaser=true
IsLaser=true ; this flag tells the game to use the special laser draw effect
Report=IFVCowshot
OmniFire=yes

[CRPsychicJab2]
Damage=25
ROF=15
Range=6.5
Projectile=InvisibleLow
Speed=100
Warhead=SAFlame
Report=InitiateAttack
OmniFire=yes

[CRVirusGun2]
Damage=125
ROF=80
Range=12
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OmniFire=yes

[CRSuperMindBlast2]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=SuperPsiPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1
OmniFire=yes

[CRMissileLauncher2]
Damage=30
ROF=40
Range=8
Burst=2
Projectile=AAHeatSeeker2 ;AirToGroundMissile
Speed=30 ;40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1
OmniFire=yes

[BORIS]
IFVMode=12

[Flare2]
OmniFire=yes    ; needed because helicopter won't turn
Damage=1
ROF=60
Range=23
Warhead=AirstrikeFlare
MigAttackCursor=yes;like Tanya's SabotageCursor override







I will be updating my work soon to make improvements - Thought i would post the most vanilla version here for people to enjoy as my mods/ later improvements may not suit every bodies taste


Key Words: #Tutorials #RedAlert2 #YurisRevenge #Rules.INI 

Last edited by bbglas007 on Mon Jun 07, 2021 7:12 am; edited 4 times in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon May 31, 2021 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Please lower resolution for tests next time so we can see things better.

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