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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Using IsLine/ColorAdd with regular weapons [ARES]
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Jun 29, 2015 1:42 pm    Post subject:  Using IsLine/ColorAdd with regular weapons [ARES]
Subject description: stopgap solution
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YR has the feature of adding IsLine to weapons, which will draw a colored line (distinct from a laser) between the firer and the target. It also causes the target to "glow". This feature is seen in the AirstrikeFlare weapon used by Boris.

IsLine is not functional when added to weapons that do not have Airstrike=yes on their warhead, and likewise, Airstrike=yes prevents the weapon's damage from taking effect.

Ares has not yet enabled the use of IsLine on customizable weapons. The following tutorial should explain a method with which regular damage-dealing weapons can be implemented that have an IsLine drawing effect (and cause the target to glow).

Limitations:
- Only works with weapons which have homing or invisible projectiles.
- A unit cannot have both a line-drawing weapon, and a functional airstrike weapon.
- IsLine and ColorAdd only work against buildings (although the weapon itself will fire against any target).

Code:

[LINEUNIT]
Primary=LineWeapon
VoiceAirstrikeAttack=none ; This ensures the unit does not play the regular Airstrike voice when attacking.
VoiceAirstrikeAbort=none
AirstrikeTeam=1 ; it may be that 0 is actually valid here - in that case, AirstrikeTeam and AirstrikeTeamType can be omitted entirely. However, the voice settings must be present.
AirstrikeTeamType=none

The unit has a weapon that would normally call for airstrikes (thus enabling the line drawing), but its settings disable it from actually causing any aircraft to spawn, nor the appropriate sound effects to play.

This is the weapon:
Code:

[LineWeapon]
Damage=1
ROF=xx ; anything you like the weapon to have
Range=xx ; anything you like the weapon to have
Warhead=AirstrikeFlare ; a warhead with Airstrike=yes is essential
Projectile=LineProjectile ; this is essential
ProjectileRange=0 ; this is essential
IsLine=true
IsHouseColor=true

The weapon would normally cause an airstrike, but because of its projectile statistics, it cannot hit the weapon directly - it will still draw a line to its target however...

The projectile:
Code:

[LineProjectile]
Image=none
Inviso=yes
AA=? ; up to you
AG=? ; up to you
Ranged=yes ; this is essential
Splits=yes
Cluster=1
RetargetAccuracy=100%
AirburstWeapon=RealWeapon

This detonates instantly upon being fired, releasing the real weapon that will deal damage.

Let's assume you want the real weapon to be a missile weapon:
Code:

[RealWeapon]
Projectile=LaserGuided ; this will not work with arcing projectiles
Range=xx ; this should be identical to Range of LineWeapon
Warhead=HE ; anything - this can be a real warhead

Since only the LineWeapon has Airstrike=yes on its' warhead, only that weapon is unable to deal damage. The RealWeapon has a regular warhead and can deal damage normally, while the LineWeapon still draws a line to the target (even if unable to hit it with its projectiles).

Notes:
* You can create a "lock-on" effect during which the target is painted by the laser, but the weapon does not yet fire, by adding a PreImpact animation to the warhead of the 'LineWeapon' - the AirburstWeapon will only fire after the PreImpact anim has finished playing, thus allowing to create delay.
* It _is_ possible to create a similar weapon without Ares (but why would you?) by omitting the Splits projectile in favour of a real projectile and dealing damage via the warhead's animation.

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

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