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 Forum index » Modding Central » Red Alert 2 Editing Forum
MinimumRange Weapon Switching
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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Fri Dec 10, 2021 3:31 am    Post subject:  MinimumRange Weapon Switching
Subject description: Primary and Secondary
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Has anybody Tried a Weapon with MinimumRange?
An example would be Unit's Primary would be a Missile, if the weapon is out of range it'll use a close range Secondary Gun as a defensive weapon.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 10, 2021 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, a unit with a single weapon with min range tries to run away and reposition far enough to shoot the enemy, so if the enemy keeps approaching, it will never shoot.

Using secondary weapons is a little more tricky, you have to make sure their warheads don't overlap, so one will have 0% verses values for any non-zero the other has, otherwise it will always be the primary fired.
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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Fri Dec 10, 2021 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Fri Dec 10, 2021 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.


As Much as Possible, not using OpenTopped, the problem is, if i want the unit to be Deployable

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Virgil
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Joined: 22 Jul 2018

PostPosted: Fri Dec 10, 2021 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

fsolisiii wrote:
Virgil wrote:
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.


As Much as Possible, not using OpenTopped, the problem is, if i want the unit to be Deployable

Exactly what I mean for using Ares. You can disable the unloading fuction with it and thus make the unit deployable.

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

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

Virgil wrote:
fsolisiii wrote:
Virgil wrote:
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.


As Much as Possible, not using OpenTopped, the problem is, if i want the unit to be Deployable

Exactly what I mean for using Ares. You can disable the unloading fuction with it and thus make the unit deployable.


Might Give it a Try for myself
UPDATE: I Tried the OpenTopped the No Manual Unload, didn't work
The Hypothetical Unit will NOT be a Transport.

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Virgil
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Joined: 22 Jul 2018

PostPosted: Sat Dec 11, 2021 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Use InitialPayload to fill it. Add NoManualEnter=yes to prevent it from displaying the Enter cursor.

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Sat Dec 11, 2021 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Use InitialPayload to fill it. Add NoManualEnter=yes to prevent it from displaying the Enter cursor.


I've used this on my Aircraft Carrier Dummy Defense Units, including NoManualUnload

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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Sun Jan 02, 2022 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Units containing passengers cannot deploy for any reason other than to eject passengers. As far as I know even Ares can't remove that limitation (nor should it).

Besides, OpenTopped isn't necessarily an ideal solution anyways, because all "weapons" will fire simultaneously if they have valid targets. This could lead to an artillery piece being capable of firing both its long- and short-range weapons at the same time, also not respecting the position/rotation of the turret, which for balance reasons might not be desirable. Unfortunately as far as I am aware, there is no way to accomplish exactly what you're looking for here.
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Virgil
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Joined: 22 Jul 2018

PostPosted: Sun Jan 02, 2022 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Sir Prize wrote:
Units containing passengers cannot deploy for any reason other than to eject passengers. As far as I know even Ares can't remove that limitation (nor should it).

Besides, OpenTopped isn't necessarily an ideal solution anyways, because all "weapons" will fire simultaneously if they have valid targets. This could lead to an artillery piece being capable of firing both its long- and short-range weapons at the same time, also not respecting the position/rotation of the turret, which for balance reasons might not be desirable. Unfortunately as far as I am aware, there is no way to accomplish exactly what you're looking for here.


Vehicle passenger with a turret will respect the transport's turret facing. And as already said, the two "weapons" have different firing range, which should be enough to make them fire seperately.

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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Mon Jan 03, 2022 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Vehicle passenger with a turret will respect the transport's turret facing. And as already said, the two "weapons" have different firing range, which should be enough to make them fire seperately.


Out of curiosity, could you produce an example of this? Typically, passengers in OpenTopped vehicles (even ones with turrets) can fire in 360 degrees regardless of turret facing, and can also fire while the vehicle is moving regardless of OpportunityFire and OmniFire.

If there is a way to circumvent that I'd be very curious to know about it.
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