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Allied Hover Robot CIWS
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jul 02, 2024 12:53 am    Post subject:  Allied Hover Robot CIWS
Subject description: Includes full codes. Just needs a cameo.
Reply with quote  Mark this post and the followings unread

Its made from editing this one (which is 3D conversion of official content):
https://ppmforums.com/topic-39213/ra2yr-gdi-twkw-howercraft
And added a turret (much adjusting and so).

Blurb:
Quote:

While Robot Tanks were just adequate for their role, the cleaning up of Yuri forces proved too much for their limited armament. Floating Discs were able to eliminate them from the sky, unopposed. Hordes of Initiates had the upper hand against the clumsy, Armor-Penetrating cannons. Perhaps worse still, Boomers were able to bombard Robot Tanks on land with their cruise missiles.
Allied commanders demanded scientists to come up with a solution. Thus was born the CIWS-bot. It is a semi-autonomous hovercraft specialized for dealing with infantry in the open, intercepting enemy cruise missiles, and dealing with airborne targets. Like its compatriot the Robot Tank, it is immune to mind control and radiation. On the other hand, it is vulnerable to power loss and destruction or capture of its shared central control facility.

For further complimentary measures, the hovercraft is produced as a naval unit, thus it is able to reinforce the ranks of Robot Tanks with no loss on land production capabilities.



Code:
Code:

; Robot Tank, naval CIWS version
[ROBONAVAL]
Image=ALLIEDHVR
UIName=Name:Robotank
Name=Robot Tank
AllowedToStartInMultiplayer=yes
Prerequisite=GAYARD,GAROBO,RADAR
PoweredUnit=yes ;powered by presence of building
PoweredBy=GAROBO ;Ares-provided tag, might fix the bugs that otherwise occur
Naval=yes

;Primary=RoboCIWS
Primary=AGROBOCIWS ;AGGattling3
ElitePrimary=AGROBOCIWSE ;AGGattling3E
Secondary=AAROBOCIWS ;AAGattling3
EliteSecondary=AAROBOCIWSE ;AAGattling3E
TargetLaser=yes

Strength=220
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes ;no ;yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=7 ;6

Speed=10
Accelerates=true

CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=650 ;600
Soylent=650 ;600
Points=65

Bounty.Value=325 ;Override
;Bounty.RookieValue=300
;Bounty.VeteranValue=600
;Bounty.EliteValue=1200

ROT=3
IsSelectableCombatant=yes
Explosion=manimFire,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=RobotTankSelect
VoiceSelectDeactivated=RobotTankSelectDeactivated
VoiceMove=RobotTankMove
VoiceAttack=RobotTankAttackCommand
VoiceFeedback=
DieSound=RobotTankDie
MoveSound=RobotTankMoveStart
ActivateSound= RobotTankOnline
DeactivateSound= RobotTankOffline
CrushSound=TankCrush

MaxDebris=4
DebrisTypes=PIECE

; Add specific debris
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes

ImmuneToPsionics=yes
ImmuneToRadiation=yes

Trainable=no
;BuildTimeMultiplier=1.3
Weight=3.5

; rapid fire anti-ground machine gun
[AGROBOCIWS]
Damage=24
ROF=16
Range=5.25
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSAB
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE ;VTMUZZLEB
Burst=2

IsLaser=yes
LaserInnerColor = 45,85,115
;LaserOuterColor = 0,0,0
;LaserOuterSpread= 9,7,-1
LaserDuration = 2

; rapid fire anti-ground machine gun
[AGROBOCIWSE]
Damage=24
ROF=16
Range=5.25
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSAB
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE ;VTMUZZLEB
Burst=4

IsLaser=yes
LaserInnerColor = 55,105,125
;LaserOuterColor = 0,0,0
;LaserOuterSpread= 9,7,-1
LaserDuration = 2

; rapid fire anti-air machine gun
[AAROBOCIWS]
Damage=40
ROF=16
Range=7.25
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=AIRSSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLEB
Burst = 2

IsLaser=yes
LaserInnerColor = 55,105,125
;LaserOuterColor = 0,0,0
;LaserOuterSpread= 9,7,-1
LaserDuration = 2

; rapid fire anti-air machine gun
[AAROBOCIWSE]
Damage=40
ROF=16
Range=7.25
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=AIRSSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLEB
Burst = 4

IsLaser=yes
LaserInnerColor = 45,85,115
;LaserOuterColor = 0,0,0
;LaserOuterSpread= 9,7,-1
LaserDuration = 2

[Invisible4]
; Not sure if this was in base game already
Inviso=yes
Image=none
AA=yes
AG=no

; anti-infantry single small arms fire
[AIRSINGSA]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100%
Verses=100%,80%,70%,50%,35%,20%,34%,18%,12%,100%,100%
InfDeath=1
AnimList=AIRPIFF
Bright=yes
Bullets=yes
ProneDamage=75%
Wood=yes

; general multiple small arms fire
[AIRSA]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100%
Verses=100%,80%,70%,60%,50%,40%,34%,18%,12%,100%,100%
InfDeath=1
AnimList=AIRPIFFPIFF,AIRPIFFPIFF
Bullets=yes
ProneDamage=50% ;70%
Wood=yes

;super machinegun shot
[AIRSSA]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,100%,70%,60%,40%,40%,75%,50%,25%,100%,100%
Verses=100%,85%,75%,70%,60%,50%,45%,28%,19%,100%,100%
InfDeath=1
AnimList=AIRPIFFPIFF,AIRPIFFPIFF
Bright=yes
Bullets=yes
ProneDamage=40% ;80%
Wood=yes

;super machinegun shot
[AIRSSAB]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,100%,70%,60%,40%,40%,75%,50%,25%,100%,100%
Verses=100%,80%,70%,60%,50%,40%,40%,25%,18%,100%,100%
InfDeath=1
AnimList=AIRPIFFPIFF,AIRPIFFPIFF
Bright=yes
Bullets=yes
ProneDamage=45% ;80%
Wood=yes


Art codes:
Code:

[ALLIEDHVR]   ; CIWS Robot Tank
Image=ALLIEDHVR
Voxel=yes
Remapable=yes
Cameo=ROBOICON
AltCameo=ROBOUICO
PrimaryFireFLH=150,-25,150
SecondaryFireFLH=150,25,150

TurretOffset=-15 ;turret center offset along body centerline, in leptons (def=0)
FireAngle=5  ;default angle to raise barrel above direct line to target [in degrees] (def=10)
PBarrelLength=125 ;length of barrel expressed in 1.5 inch increments (def = 0 i.e., no independant barrel equipped)
SBarrelLength=125 ;length of barrel expressed in 1.5 inch increments (def = 0 i.e., no independant barrel equipped)

***

Extra art codes:

; small arms fire piff (single shot)
; Allows bluish air fire (requires Ares)
[AIRPIFF]
Image=PIFF
Normalized=yes
;Theater=yes
Translucent=yes
CustomPalette=Cameo.pal

; small arms fire piff (multiple shots)
; Allows bluish air fire (requires Ares)
[AIRPIFFPIFF]
Image=PIFFPIFF
Normalized=yes
;Theater=yes
Translucent=yes
CustomPalette=Cameo.pal

; Allows bluish muzzle fire
[VTMUZZLEB]
Image=VTMUZZLE
Normalized=yes
CustomPalette=Cameo.pal



Lists code:
Code:

add to [Animlist]:

857=AIRPIFF
858=AIRPIFFPIFF
859=VTMUZZLEB

(numbers are an example)

Add to vehiclelist:

150=ROBONAVAL

(number is an example)

Add to warhead list:

303=AIRSA
304=AIRSSA
305=AIRSSAB
306=AIRGATLING1
307=AIRGATLING2
308=AIRGATLING3
309=AIRSINGSA

(numbers are... you get it)
We only need some of these WHs, not all.


If you don't have ares and keep the robot tank, the activation will be slightly buggy. Even then, its not too bad... and even, even then, you can de-use the Robot Tank, or make this one not a robot. But, just using Ares is the easier solution.

This is made from naval yard, if you want it from factory just remove Naval=yes

No cameo Sad

If anyone makes it there is a cookie.



2024-07-01 21_51_52-2024-07-01 20_01_00-Yuri's Revenge.png - IrfanView (Zoom_ 1618 x 910).png
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