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Unlimited V3-Like rockets WITHOUT addons
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Nov 07, 2012 6:13 pm    Post subject:  Unlimited V3-Like rockets WITHOUT addons
Subject description: Interceptable, launchable, custom unit-weapons
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Ok, I am new here, but I think I have found something that none has done before (since they keep asking for it as a feature, that would still be welcome since this is not *exactly* the same, but a very functional workaround; and additionally is has more functionalities such as being able to use radiation, cluster/airburst, etc.)
I have tested this method with Ares 0.2 installed, but I use no Ares flag or bugfix for it, so it should theorethically work even in vanilla RA2 (or YR)


All you want with that mechanic, and not just for the soviets!

Simple explanation, step by step:

1- Create an additional "spawnable aircraft" object with the [OSW] as model (you can give it the V3ROCKET locomotor if you want, but this is untested) ; fiddle with the parameters for look and feel you want, and change the names.

2- Add "MissileSpawn=yes" as a line to it

3- Give it a primary "LimboLaunch" weapon with a relatively short range.

4- Use the same art entry for the weapon Proyectile as the main image for the additional aircraft.

5- On your desired "launcher" unit, use:
Spawns=
SpawnsNumber=
SpawnRegenRate=
SpawnReloadRate=0
NoSpawnAlt=

6- Give your launcher a weapon with the next characteristics:
Damage=1
ROF=
Range=
MinimumRange=
Spawner=yes
Projectile=VIRT
Speed=10
Warhead=Special

7- List all your new stuff where necessary (aircraftlist,warheadlist, etc.)

8- There you go!

________________________

Now, for a test, let's change the Osprey to a kamikaze aircraft. You can copy and paste these parts over the originals as I will give the complete codes and use all-default assets already included and listed originally.

In art(md).ini: (to replace original)
Quote:
[ASW] ; Destroyer Plane
Cameo=PROICON
Voxel=yes
PrimaryFireFLH=0,32,0
Trailer=DURASMOKE
SpawnDelay=1


In rules(md).ini:

This is the missile (suicide plane in this case): (to replace original)
Quote:
[ASW]
Image=ASW
UIName=Name:ASW
Name=Kamikaze Osprey
Primary=KamiJump         ;Weapon to use when it kamikazes into it's target
;ElitePrimary=KamiJumpE
;DeathWeapon=KatyMissile     ;HornetCollision ;Alternate weapon when it gets shot down
CanPassiveAquire=no
CanRetaliate=no
Strength=60
Category=AirPower ;AirLift
Armor=light
TechLevel=-1

Spawned=yes
MissileSpawn=yes

Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
PipScale=Ammo
Speed=10
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=75
Points=5
ROT=4
Ammo=1
Crewed=no
ConsideredAircraft=yes
;AirportBound=no
;GuardRange=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=no
;VoiceSelect=ChaosDroneSelect
;VoiceAttack=ChaosDroneAttackCommand
;VoiceMove=ChaosDroneMove
;VoiceFeedback=
;VoiceCrashing=ChaosDroneDie
;DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
;Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}  ;ROCKET
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}  ;FLIER
MovementZone=Fly
ThreatPosed=20
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=DreadnoughtAttack ;V3Attack ;Taking off
;AuxSound2=IntruderLanding
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ImmuneToRadiation=yes
;PreventAttackMove=yes
Trainable=no


This is the weapon: (add)
Quote:
[KamiJump]
Damage=150             ;Determines the amount of damage caused
ROF=1                  ;Determines the Rate Of Fire
Range=3                ;Determines the range at which the plane will start diving into it's target
Speed=60               ;Determines the speed of the diving plane
Warhead=AP             ;Determines which warhead will be used for the missile
OmniFire=yes           ;See OmniFire
Projectile=KAMIPROY    ;Set's which projectile to use as the payload
LimboLaunch=yes        ;Here's the limbo launch trick


And this is the projectile: (add)
Quote:
[KAMIPROY]
Image=ASW            ;Determines the image of the projectile, currently set to Osprey's image
AA=yes                 ;Determines if the projectile can damage airborne units
Arm=5                 ;See Arm
AG=yes                ;See AG
ROT=4                 ;Rate Of Turn, requires to use Rotates
Shadow=yes            ;Determines should a shadow be drawn on the ground
Proximity=no         ;See Proximity
Ranged=yes             ;See Ranged
FirersPalette=yes     ;This tag can only be used on SHP projectiles, so it's useless here
SubjectToCliffs=no    ;See SubjectToCliffs
SubjectToElevation=no ;See SubjectToElevation
SubjectToWalls=no     ;See SubjectToWalls


Now, for the launcher: (replace)
Quote:
[DEST]
UIName=Name:DEST
Name=NATO Destroyer
Prerequisite=GAYARD
Primary=dest155mm
ElitePrimary=dest155mmE

Secondary=SuicideOspreyLaunch ;ASWLauncher

LandTargeting=1
NavalTargeting=4

Spawns=ASW
SpawnsNumber=1
SpawnRegenRate=300 ;Since spawn will die, this is like the actual ROF
SpawnReloadRate=0 ;Missile Spawn don't come back
NoSpawnAlt=no ;yes ; alternate voxel for out of spawns: xxxxWO (DESTWO) -DISABLE it if your launcher does not have it-
FireAngle=32
ToProtect=yes
Category=Support
Strength=800
Naval=yes ;GS
Armor=heavy
TechLevel=4
Sight=7
Speed=5
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1200
Soylent=1200
Turret=no ; can't have a turrett and a NoSpawnAlt (both go in AuxVoxel)
Points=30
ROT=4
Crusher=no ;gs yes
Weight=3
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllWaterSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=DestroyerMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Sensors=yes
SensorsSight=8
OpportunityFire=yes ; since no turret, will only apply to helicopter
Size=30
IsSelectableCombatant=yes


Now, our new launcher weapon: (add)
Quote:
[SuicideOspreyLaunch]
Damage=1
ROF=150
Range=12.5
MinimumRange=4
Spawner=yes
Projectile=KamiVirt
Speed=10
Warhead=Special


...and our new launcher projectile:
Quote:
[KamiVirt]
AG=yes
AA=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
High=yes
VeryHigh=yes


THAT'S IT!

****************

You can change these parameters to whatever you want. Of course this is just a tutorial and I ask no credit for this method. But if you do give it I  appreciate it #Tongue

Some parts of this tutorial are based on:
http://modenc.renegadeprojects.com/Adding_A_Kamikaze_Airstrike_To_RA2/YR
(see the last part for an important "bug" and the way to circumvent it; however that is not needed if you use RockPatch or Ares)

What do you think?
Will you try it?

Tell me/the community!

I have used it for a rocket-powered Katyusha launcher truck suicide ability. I know, rather crazy, but it works!
Here's an image sample:


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

Last edited by NimoStar on Thu Nov 08, 2012 9:37 am; edited 1 time in total

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Nov 08, 2012 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

PD: BTW, if anyone gets an error with this method, post it. I had doubts about a flag so I added "SpawnDelay=1" to the ASW (or whatever you use) art sequence; as it is a MissileSpawn not doing it could result in an IE (I had done it on the Katyusha). But it works, it is tried and true.

_________________

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Nov 08, 2012 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing really new to this trick, in fact it is the only case when limbolaunch is viable for spawners, in other case it would never figure out that the spawned "rocket/aircraft" was dead and wouldn't refill ever again.

Only issue to me has been that such hasn't worked out to my goal but good to have tutorials for less advanced modders.

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