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 Forum index » Modding Central » Red Alert 2 Editing Forum
Radiation Weapon Damage ?
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adamstrange
AA Infantry


Joined: 07 Mar 2013

PostPosted: Sun Oct 10, 2021 10:34 pm    Post subject:  Radiation Weapon Damage ? Reply with quote  Mark this post and the followings unread

Hey Guys

I'm tring to make a radiation deathweapon for a civilian nuclear reactor so that when it's destroyed it leave a large radiated area that destroys troops and units.

The problem is that I don't want it to destroy buildings when it blows up so I tried figuring out the VERSES code and set damage to zero for Concrete and Steel armor.

Now when it blows up it just leaves one cell tile of radiation and no damage.
If I leave the code as is, it will destroy buildings.

So how do contaminate a large area that destroys anything going into it for awhile but not destroy any building when it blows up ?

[TestPayload]
Damage=17500
Range=45
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
AreaFire=yes
RadLevel=7550
Warhead=RADIATIONWH
;Warhead=NUKE
Report=


ORIGINAL NUKE WARHEAD CODE
[RADIATIONWH]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,0%,0%,100%,100%
;Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7
InfDeath=4
;Radiation=yes
Sparky=no
;Fire=yes
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim


Thanks

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maestro21
Cyborg Engineer


Joined: 25 Feb 2008

PostPosted: Mon Oct 11, 2021 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

RadLevel= of the weapon can't be larger than RadLevelMax= under [Radiation]  Also, it is still too large; make both=2000

It is enough ,I think.

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Mr.Hymn
Flamethrower


Joined: 01 May 2020

PostPosted: Mon Oct 11, 2021 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I would recommend using Phobos on this one you can create the different Radiation even color is customizable. I made red , yellow, green, blue and purple too. You can even set the radiation to hit specific target and team and specific warhead too.

Anyway from what I see. without Phobos the tag of radiation wh will be [Radsite] which can be edited and will effect all radiation emits in the battlefield.

Giant Nuke down wh is just only damage that effect the explosion. That's why it deal damage to surroundings.
You can leave it as 0% and let the radiation do the job.

Maybe using Demo truck weapon but change wh to 0% and see how it is going?

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adamstrange
AA Infantry


Joined: 07 Mar 2013

PostPosted: Mon Oct 11, 2021 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay so I installed Ares and Phobos but when I run the Ares.bat all it does is start the game.

So I opened the rulesMD and it looks the same so what is are these programs supposed to do to change the rulesMD ?

Are they supposed to be some sort of new ini editors with an interface ?

How am I supposed to edit the radiation using Ares/Phobos if everything looks the same in the code without it ?

I looked at the documentation on radiation and it talks about is changing the color, but I dont need it changed.

So where are all these new features found becuase I tried to change the player colors like i've done in Generals and KW, but Ares documentaion talks about it but does not tell you HOW TO DO IT since the functions that it talks about are nowhere in the RulesMD.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 11, 2021 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares/Phobos adds new features to the game's engine, you then have to add new code to the ini files yourself to activate them.
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adamstrange
AA Infantry


Joined: 07 Mar 2013

PostPosted: Mon Oct 11, 2021 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

So where do I get this new code from ?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Oct 12, 2021 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
So where do I get this new code from ?

You use a keyboard for that. Very Happy
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Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

[img]https://raster.shields.io/endpoint.svg?url=https%3A%2F%2Fshieldsio-patreon.vercel.app%2Fapi%3Fusername%3Dkerbiter%26type%3Dpledges&style=flat[/img]

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Mr.Hymn
Flamethrower


Joined: 01 May 2020

PostPosted: Wed Oct 13, 2021 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:
adamstrange wrote:
So where do I get this new code from ?

You use a keyboard for that. Very Happy


Good one LOL

adamstrange wrote:
So where do I get this new code from ?


Well Thank me later then.

https://phobos.readthedocs.io/en/latest/New-or-Enhanced-Logics.html

https://ares-developers.github.io/Ares-docs/index.html

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adamstrange
AA Infantry


Joined: 07 Mar 2013

PostPosted: Fri Oct 22, 2021 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Mr.Hymn

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