Posted: Mon Oct 09, 2023 1:48 pm Post subject:
Torpedo Launched From Modified Shipyard ?
I downloaded this nice water bound powerplant but I decided to have it defend itself by adding a torpedo launcher.
Problem is that the torpedo barely fires, even after giving it a long range.
; Tidal Fusion Plant
[GATPPOWR]
UIName=Name:Tidal Fusion Plant
Name=Tidal Fusion Plant
Image=GATPADC
BuildCat=Combat
;BuildCat=Power
Strength=1775
Armor=concrete
TechLevel=9
Primary=TidalTorpedo
;Secondary=ASWLauncher
Trainable=yes
Naval=yes ;GS
NavalTargeting=5
Sensors=yes
SensorsSight=175
WaterBound=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
;Turret=no
;TurretAnimZAdjust=-100
Prerequisite=GATECH
ToProtect=yes
Adjacent=6
Sight=100
Owner=French,Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=1500
Crewed=yes
Capturable=true
DamageSmokeOffset=410, 100, 165
MaxDebris=50
DebrisTypes=AXLE,GASTANK,PIECE
DebrisMaximums=10,20,20
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
;DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Powered=no
IsImmuneToRadiation=yes
Explodes=yes
DeathWeapon=NukePayload ; NUKE
DeathWeaponDamageModifier=0.5
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes
AIBuildThis=yes
IsPlug=yes
If you want to fire it at subs it will not work because you need an additional unit to detect the subs. Structures cannot detect cloaked units by themselves.
For surface ships, it should work. I don't remember if there is a range limitation like in the case of the dolphin's sonic attack. QUICK_EDIT
If you want to fire it at subs it will not work because you need an additional unit to detect the subs. Structures cannot detect cloaked units by themselves.
Code:
;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble
SensorArray=yes
SensorsSight=10
If you want to fire it at subs it will not work because you need an additional unit to detect the subs. Structures cannot detect cloaked units by themselves.
Code:
;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble
SensorArray=yes
SensorsSight=10
SensorArray is NOT for detecting cloaked units. It is for detecting unit attack intention as Yuri Radar is using.
The only way you can detect cloaked units in RA2YR is with another unit.
And you cannot spawn a free unit from a ShipYard. Free units do not seem to work on 3x3 structures. They work for 2x2 ones though.
I have sonic turrets in my mod that fire sonic waves and spawn a detection probe when built. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
AN= and AS=
are unnecessary and will not work as intended, used NavalTargeting and LandTargeting instead, this works for units and buildings QUICK_EDIT
My submarines were discovered and destroyed, they were not visible
The recoil on those turrets look funny. you should fix them. Just saying _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I think he meant that a barrel should recoil into the base of the barrel. In this case, we are seeing the barrel AND the base of the barrel recoiling over the turret.
You can 'fix' that by making the base of the barrel part of the turret voxel, and removing that part from the barrel voxel. QUICK_EDIT
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