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The time now is Fri Oct 22, 2021 7:18 am
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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Parabomb no longer works when running with Ares
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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ToasterCat
Civilian


Joined: 31 Jul 2021

PostPosted: Sat Jul 31, 2021 8:31 pm    Post subject:  Parabomb no longer works when running with Ares Reply with quote  Mark this post and the followings unread

So, I have a parabomb SW based off the Paradrop that works fine in vanilla YR.  However, when I run it with Ares 3.0, the bombs don't do any damage when they detonate.  Not really sure what the problem is.

[PS, yes, this is for an AR2 port.]

Code:
[GENBOMB]
UIName=Name:GBOMB
Name=Plasma Bomb
Image=BOMBA
Category=AFV
Insignificant=yes
Nominal=yes
Primary=GENBOMBDummy
Strength=5
CanPassiveAquire=yes
CanRetaliate=yes
MissileSpawn=yes
Crushable=no
DetectDisguise=yes
DetectionDistance=120
GuardRange=120
OpportunityFire=yes
Sensors=yes
SensorsSight=120
TypeImmune=yes
Armor=special_2
TechLevel=-1
Sight=2
Speed=0
Owner=Genesis
Cost=300
Soylent=300
Points=10
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=30
Bombable=no
DefaultToGuardArea=yes
Selectable=no
Size=1
Explodes=yes
DeathWeapon=GENBOMBRaidbomb
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
Spawned=yes
OmniCrushResistant=yes


[GENBOMBDummy]
Damage=1
ROF=10
Range=-2
Projectile=Invisible
Speed=100
Warhead=GENBOMBDummywh
RevealOnFire=no
Suicide=yes
OmniFire=yes
Anim=DUMMYANIM

[GENBOMBRaidbomb]
Damage=500
ROF=10
Range=-2
Projectile=Invisible
Speed=100
RevealOnFire=no
Warhead=GENBOMBRaidbombwh
Report=
Bright=yes
Suicide=yes

[GENBOMBDummywh]
CellSpread=2
Verses=200%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
ProneDamage=400%
Wall=yes
AnimList=DUMMYANIM


[GENBOMBRaidbombwh]
CellSpread=2
PercentAtMax=.5
Verses=100%,100%,100%,100%,100%,100%,75%,80%,10%,100%,100%
AnimList=AR2EXPLO
Tiberium=yes
ShakeXlo=5
ShakeXhi=5
ShakeYlo=5
ShakeYhi=5
CombatLightSize=80%
CLDisableRed=true
CLDisableGreen=true

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ToasterCat
Civilian


Joined: 31 Jul 2021

PostPosted: Sun Aug 01, 2021 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

It actually seems like the bomb might be detonating like a second after they drop, rather than waiting to hit the ground like in vanilla.   Still haven't really seen anything that explains this, though.

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McPwny
Missile Trooper


Joined: 29 Jan 2018

PostPosted: Sun Aug 01, 2021 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

ive used this have before on mod maps and the principle is that as soon as they land, the "infantry" immediately attack with
a weapon that has infinite range and that also simple explodes the unit. i dont know exactly what about ares could have broken
this, but it would be a good start to remove the million useless redundant tags attached to the unit and try again. a lot of them
cant even be used on infantry at all...
_________________
visit my moddb profile for .shp downloads and stuff

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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Fri Aug 13, 2021 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should add attackfriendlies=yes in case they failed to see an enemy, they still capable to target their own teammate to ignite the detonator.

I made a building that will apply the iron curtain effect (not SW) so they still working even no enemies are found they just simply targetting my teammate instead to run the iron curtain field unless all units are protected the device will stop working since no other target can be found.

I would love if Ares or Phobos can put PassivePrimary weapon similar to Generals

Behavior = FireWeaponUpdate ModuleTag_23
   Weapon = ECMTankMissileJammer
   ExclusiveWeaponDelay = 1000
End

Above code will simply giving a tank to fire the weapon as AreaFire every 1000 msec or every 1 second.

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