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deploying death weapons for infantry
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Mar 08, 2005 11:46 am    Post subject:  deploying death weapons for infantry Reply with quote  Mark this post and the followings unread

You ever wanted to make units like ivan or terrorist kill themself by manually detonating there own explosives?

Well if your unit doesn't have a SecondaryWeapon, you can  

Just add Deployer=yes and DeployFire=yes to an infantry unit.

Then make a suicide weapon with a massive range e.g 400 (not -2 as it doesn't work with proper weapons)

Now find the infantry art sequence and add the deploy art ini entries (use the primary fire figures, they will work fine)

Then load up your game, build your guy and double click him or press D to deploy and thus kill him


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

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Mar 08, 2005 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

255 is the maximum possible range, you can't get a range of 400 (which would be useless anyway, no maps a really that big anyway).

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Mar 08, 2005 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

aww well its a example and it works in my rulesmd and i play test before typing up any tutorials  Wink

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GMBigB
Vehicle Drone


Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Fri Mar 04, 2011 9:14 pm    Post subject: Does not seem to work... Reply with quote  Mark this post and the followings unread

Hello!

I warm up this thread, because it describes what I am trying to do. I want the terrorist do manually use its suicide weapon by deploying it, but it does not seem to work.

Simply adding
Deployer=yes
DeployFire=yes
DeployFireWeapon=0

to the terrorist will show a specific animation sequence when the terrorist deploys, but he does not suicide... and can no longer be moved.

It was easy to manually trigger the demolition truck, but it seems a little more complicated for the terrorist. Any ideas?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 04, 2011 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

GMBigB wrote:
Any ideas?


Read AG's first post again, it clearly tells you how to do it.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Mar 04, 2011 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Haha, new guy forgot the art modifications lolz.

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GMBigB
Vehicle Drone


Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Fri Mar 04, 2011 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

TerroristSequence already has a Deploy-Entry. It doesn't make any difference if I change it.

TerrorBomb is a suicide weapon and its range does not have any effect when I deploy the terrorist.

Although AGs first post does not make that clear, I also tried to add another suicide weapon and used DeployFireWeapon. Again no success.

I really don't know what I forgot to do...

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Mar 04, 2011 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, almost an epic bump.
I think AG forgot to put down that you need to get rid of any:

CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
unless Deployer ignores those, which I think I read somewhere.

Also, could use an AreaFire weapon, or a firing animation that does damage, or a particle system, etc.

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GMBigB
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Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Sat Mar 05, 2011 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:


CanPassiveAquire=no ; Won't try to pick up own targets


You are right. If you do not use it, it will work... almost. It is not 100% reliable that the death weapon will be used if you deploy the terrorist. If the terrorist runs, it works always. If he is in idle state, it works in 80% of the times. I added Deployed- and Undeploy to the TerroristSequence, which gives me the possibility to try the deployment more than once. Does someone know why it does not work always?

I tried the same with Crazy Ivan. Its even more reliable - i would say 95%. But a few times, the unit also just gets deployed and won't explode.

My original intention was to create a terrorist with a MakeUpKit as primary weapon, who explodes on deployment. But if I am using the MakeUpKit as primary weapon, the terrorist nearly never exploxed - maybe in 5% of the times. A firework of mouseclicks is required...

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Mar 05, 2011 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

GMBigB wrote:
TerroristSequence already has a Deploy-Entry. It doesn't make any difference if I change it.

You should be changing Deploy the same sequence as Die1; you may need to add DeployedFire, but that's usually unnecessary. I've used this before and I can confirm that it does work just fine.

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GMBigB
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Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Mon Mar 07, 2011 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
You should be changing Deploy the same sequence as Die1; you may need to add DeployedFire, but that's usually unnecessary. I've used this before and I can confirm that it does work just fine.


Yep, it does work now, thank you. But unfortunately it is impossible to use the MakeupKit together with the death weapon deployment, because the MakeupKit needs CanPassiveAquire=no.

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