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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
New Missile sys
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- geno -
Energy Commando


Joined: 29 May 2003
Location: Las Pinas, Philippines

PostPosted: Mon Dec 05, 2005 11:15 am    Post subject:  New Missile sys Reply with quote

In YR there are three Missile Systems
the V3,Dreadnought and the Boomer. The thing there is you cannot add a new Missile System To it
like Adding Commas after "V3ROCKET,   <----". Instead Making a New Missile using Spawning System
Here Look

Make New A Unit or Copy V3's Codes

[NEWMISSILELAUNCHER] ;; Any Name and dont forget to add this on the [Vehicletypes]
UIName=Name:MISLLAUNCHER ;;
Name=New Misl Launcher Launcher ;;
Category=AFV
Image=V3 ;<<<<<<<<<<<<<<<<<< For Testing Purposes
Prerequisite=NAWEAP,RADAR <<<<<<<<<<
Primary=NewMissileLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=NEWROCKET
SpawnsNumber=1
SpawnRegenRate=180
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Africans,Confederation,Arabs
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
MobileFire=true ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=yes; Units default to yes, others default to n

THEN MAKE A MISSILE

[NEWROCKET]
UIName=Name:NEWROCKET ; Dont Forget to add this to Aircrafttypes
Name=New Rocket
Primary=HornetBomb ;<<<<<<< This Weapon is only a Dummy
Secondary=MissileBomb ;<<<<<<<<<<<< The Weapon that is Fired
OmniFire=yes ;<<<<
Strength=45
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Speed=15
PitchSpeed=1.1
PitchAngle=1
Owner=Russians
Cost=50
Points=18 ;20
ROT=3
Ammo=1
FlightLevel=1134 ;1500 ;768
Crewed=no
GuardRange=30
Explodes=no
Explosion=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=;HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=BoomerAttack1
ImmuneToPsionics=yes
Selectable=no
Trainable=no
DontScore=yes
NoShadow=yes
FlyBack=false ;true
Accelerates=true
AccelerationFactor=0.01 ;1.0


THE WEAPONS AND WARHEADS

[NewMissileLauncher]
Damage=1
ROF=150
Range=25
MinimumRange=6
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

[MissileBomb]
Damage=150
ROF=0
Range=2
Projectile=MissileDOWN
Speed=17
Warhead=CMISLWH

[MissileDOWN]
Arm=2
Shadow=no
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=V3ROCKET
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Acceleration=50


There are some bugs related here.
1.) When the missile get destroyed, It crashes like the aircraft

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

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Dec 05, 2005 5:12 pm    Post subject: Reply with quote

Quote:
When the missile get destroyed, It crashes like the aircraft


Explodes=yes

Would that not fix it?
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FlyingZ
Medic


Joined: 30 Jan 2006

PostPosted: Sat Jul 14, 2007 1:57 pm    Post subject: Reply with quote

That code gives big IE

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jul 14, 2007 4:47 pm    Post subject: Reply with quote

well its probably better to explain it as a limbo launch aircraft

thats easier to code and less bug prone
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