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RA3 Zep Boost Effect [ARES]
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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sun Aug 28, 2022 1:34 pm    Post subject:  RA3 Zep Boost Effect [ARES] Reply with quote  Mark this post and the followings unread

I was thinking how to mimic the booster of the ZEP in RA3. This is the best way I can think of. But it could be better, or there's probably a better way to do this. I'm not sure, not really a good modder. Just wondering if the unittounit conversion can also help, laser trail can be a good additional effect.

Anyways, there are my codes. Btw, one of the disadvantage of this is everytime you deploy the zep while moving to use the weapon, it stops and you need to command it to mve again. I' not sure how to fix this issue.


Rules:

[Animations]
x=YOURANIMATION

[Warheads]
x=ZepBoosterWH
x=ZepBoostCombust


[ZEP]
OmniFire=yes
Secondary=ZepBooster
Armor=zepamor
Deployer=yes
DeployFire=yes

[ZepBooster]
Damage=1
Range=1
ROF=5
Projectile=InvisibleVertical
ProjectileRange=0
Speed=100
Warhead=ZepBoosterWH
OmniFire=yes
FireOnce=yes
AreaFire=yes
AreaFire.Target=self

[ZepBoosterWH]
CellSpread=1
Verses=0%,0%,0%,0%,10%,10%,0%,0%,0%,0%,0%
Versus.zeparmor=50%
Malicious=no
PreventScatter=yes
AffectsEnemies=no
AffectsAllies=yes
AttachEffect.Animation=YOURANIMATION
AttachEffect.Duration=600
AttachEffect.SpeedMultiplier=2
AttachEffect.PenetratesIronCurtain=yes
AttachEffect.AnimResetOnApply=no
AttachEffect.Cumulative=no

[ZepBoostCombust]
CellSpread=.5
PercentAtMax=.5
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.zeparmor=50%

[ArmorTypes]
zeparmor=medium


Art:

[YOURNIMATION]
Normalized=no
UseNormalLight=yes
Layer=Top
;YSortAdjust=500 ;-500
;ZAdjust=-4000
;YDrawOffset=-35
Damage=5
DamageRadius=1
Damage.Delay=3
Warhead=ZepBoostCombust


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

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