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Vehicle with 2 + 1 weapon through crewmen (*)
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Mon Aug 25, 2014 3:29 am    Post subject:  Vehicle with 2 + 1 weapon through crewmen (*)
Subject description: YR no ares no gattling
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So if you wanted to to create a Tank that has 3 weapons namely the american MBT-70 like me this is how to do it. It will require a revision on infantry sizes and passager limits on transports as well as a crewmen infantry.
The tank wont come out of production with 3 weapons but gains it the same way the Battlefortress does. Consider this in your balancing.


the weapons for the tank we want are:
A main gun - fires on infantry and vehicles only.

and a missile fired through the main gun - on tanks and medium armored vehicles only.

and a mounted machinegun firing in 360 degree - only on infantry and light vehicles and helicopters. This is where the crewmen comes into play.


To do this you need to give the tank:

As primary weapon a gun with a warhead that has 0% on the armor we don't want it to shoot.

As secondary the missile with a warhead against ya know the stuff you want to hit and don't want to through %.

PipScale=Passengers
Passengers=1
OpenTopped=yes;passengers can shoot out
SizeLimit=1


Now to the infantry.

Every infantry unit needs Size=2 so it takes 2 slots. Every regular transport needs its passenger limit doubled. Superjoe made a tut on how to go beyond 5 through different pips that should work in RA2 I guess.
The Crewmen infantry you give Size=1. That way only crewmen can enter the tank and fire with their weapon.


The crewmen needs 2 weapons.

An unusable primary with superior warhead armor % values so it will never use the secondary.

The Secondary is the weapon we want it to mount on the Tank. In order for it to fire that weapon when inside the tank give it:
OpenTransportWeapon="Your Secondary 20mm autocannon or AGS 17 Grenade launcher or whatever"

The secondary weapon needs to have a projectile that got AA=yes and ofc AG=yes.


Also planes and helicopters need to have a different Armor so you can separate which one gets fired on and which ain't. If it ain't working then you might have an issue with LandTargeting=.

The Unit is not allowed to be a SimpleDeployer because the undeploy would conflict with the unit exiting. It would simply refuse to enter.

It does work on Cloaked units.

For balance reasons I recommend to take away the tanks ability to fire on the move. The machinegun will still fire on the move though and regardless of the direction the turret faces. Dunno if it can be made so it will only fire in the direction of the turret.

Instead of wasting my time here I could just post the unit code and some simple explanation but apparently they don't want that here for dumb reasons.

Anyway there you go
I tested this out ingame and it works. I hope I didn't forget anything and that no other tags conflict with it.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Aug 25, 2014 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Does this even count as a tutorial? I suppose it's better than the last one at least.

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Wolfsangel
Cyborg Soldier


Joined: 25 Jul 2014
Location: Unkown

PostPosted: Mon Aug 25, 2014 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Is this really necessary ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 25, 2014 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Using Ares you could use Operator= to make the tank need a specific infantry instead of editing every transport in the game, or you could just use Gattling.Cycle= to give it three weapons.

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