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 Forum index » Modding Central » Red Alert 2 Editing Forum
Warhammer Dreadnaught coding questions with Ares
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Rodarte257
Civilian


Joined: 17 Mar 2022

PostPosted: Thu Mar 17, 2022 9:22 am    Post subject:  Warhammer Dreadnaught coding questions with Ares
Subject description: Firing animation speed, 180 firing arc
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So im trying to make a Dreadnaught using kenosis's Dreadnaught port. I am using Ares to help; I have the dreadnaught set as an open top transport to hold a rifleman unit so the dreadnaught can fire its main cannon AND the unit inside fires its rifle acting like a mounted machine gun.

-The first problem im having is the unit inside fires 360 when i need it to only fire in front of the dreadnaught. Is there a trick i can use to allow that to happen or imitate it?

-Also the shp of the unit has a melee animation which i flipped to make it look like he is charging up a cannon shot. The issue is the animation runs way to fast. Is it possible to slow the fire animation down a bit or do I HAVE to add more firing frames to extend that animation?

Code:

[DREAD]
UIName=Name:DREAD
Image=DREAD
Name=Dreadnaught
Prerequisite=GAWEAP
Primary=105mm
Strength=1500
Category=AFV
Armor=heavy
Turret=no
OpenTopped=yes
Passengers=2
InitialPayload.Types=SPM
InitialPayload.Nums=2
SurvivorRate=0
NoManualUnload=yes
IsTilter=no
TargetLaser=yes
TooBigToFitUnderBridge=true
AllowedToStartInMultiplayer=no
TechLevel=10
Sight=10
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=Germans
Cost=1900
Soylent=700
Points=60
ROT=3
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
MovingFire=yes
OpportunityFire=yes
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Normal
WalkRate=5
ThreatPosed=40   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=5.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
ElitePrimary=Comet
EliteSecondary=MultiMelta
BuildTimeMultiplier=1



Also what line do i use to make it that there are no survivors when the vehicle gets destroyed?

Code:

[DREAD]
Voxel=no
Remapable=yes
Cameo=
Facings=8
StartWalkFrame=8
StartFiringFrame=135
FiringFrames=8
;Sequence=DreadSequence
;Crawls=no
PrimaryFireFLH=20,-70,68
;Fireup=
WalkFrames=10

[/u][/img]


dread.shp
 Description:
The Dreadnaught shp with the flipped animation

Download
 Filename:  dread.shp
 Filesize:  897.97 KB
 Downloaded:  6 Time(s)


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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Mar 17, 2022 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Firing from inside OpenTopped transport isn't and cannot be constrained to the transport's facing like regular weapons.

2. There is no way to adjust the playback rate of unit firing animation outside increasing the amount of frames used.

3. Crewed=yes/no controls if the unit can release non-passenger survivors. If using Ares, can use Survivor.Rookie/Veteran/ElitePassengerChance to control the probability of passengers as survivors. Otherwise setting Explodes=yes (which will fire DeathWeapon or unit's Primary weapon if not set when it dies) will also prevent any passengers from getting out IIRC.
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Rodarte257
Civilian


Joined: 17 Mar 2022

PostPosted: Thu Mar 17, 2022 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see, would it be aa simple as copying each firing frame to double the duration?

Lets say i get rid of the open transport route and use the NoAmmoWeapon tag on the (secondary) machinegun, does that mean it will fire that machine gun WHILE it reloads the primary cannon? or does it reload the primary first BEFORE it switches to the machine gun?
If it does shoot while the cannon reloads, does it automatically switch back to the cannon when it is fully reloaded?

I cant seem to find these answers anywhere, I must be passing over them somewhere.

Edit: Actually I think i found the answer to last question
"This feature works like OpenTransportWeapon (which forces another weapon on the condition that a unit is in an open-topped transport). It can be used to make the unit or structure switch to a less powerful weapon automatically and use it until ammo has been reloaded, or to disable firing any weapon when set to a weapon that requires ammo."

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 16, 2022 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Use Dynamic Patcher Kratos, add a Stand to the main unit.
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Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

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