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Some new units need help - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Some new units need help (/showthread.php?tid=330) |
Some new units need help - Udo - 31.07.2006 hello everybody. i have some units that i made that need some help (total of 5 units) here are the first two since they are the ones needed first. thanks to anyone willing to help me out. i have tried to make a kirov that can be loaded with people that can fire out i saw it in a map, but since then i lost the file and therefore lost the authors code. And before you ask to make sure that the requirement is a valid requirement, i have already added to to the [general] section of the rulesmd.ini and it works. Here is the entry i made, please tell me what i am doing worng because i have gotten it to land, but no one can get in, and thus no one could fire out : ; Kirov Airship, Blimp [ZEP] UIName=Name:ZEP Name=Kirov Airship Image=ZEP Prerequisite=REP Primary=JasonsBlimpBomb Strength=5000 Category=AirPower Armor=heavy TechLevel=10 Landable=yes OpenTopped=yes PipScale=Passengers Passengers=12 SizeLimit=5 Sight=10 UnitRepair=yes RadarInvisible=yes MoveToShroud=yes BalloonHover=no ; ie never land ;OmniFire=yes ;GEF moving to weapon Speed=8 JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=8 ; SJM increased from 2 so Kirov can get out of factory before doors close JumpjetCrash=12 ; Climb, but down JumpJetAccel=10 JumpJetTurnRate=2 JumpjetHeight=750 ;JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!" ;JumpjetDeviation=1 JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve Crashable=yes ; JJ plummets down like aircraft PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=10000 Soylent=8000 Points=1000 ROT=10 SpeedType=Hover Crewed=no ConsideredAircraft=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=14 IsSelectableCombatant=yes VoiceSelect=KirovSelect VoiceMove=KirovMove VoiceAttack=KirovAttackCommand VoiceFeedback= VoiceCrashing=KirovVoiceDie DieSound= CreateSound=KirovCreated CrashingSound=KirovDie ImpactLandSound=KirovCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing AllowedToStartInMultiplayer=no VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF SelfHealing=Yes MoveSound=KirovMoveLoop ElitePrimary=JasonsBlimpBombE Parasiteable=no Size=50 Bunkerable=no; Units default to yes, others default to no BuildLimit=3 Yes i have created my own weapons, and they are not the problem because i got them to work in the game if you would like me to post my weapons just ask. Here is another unit i made, it is a terror drone that works for the most part. I made it a normal terror drone for the primary weapon, but the secondary i made it a deploy fire to launch Hornets. The problem is that sometimes when it is sitting still, it will launch the hornets when it is undeployed, and then when the hornets come back they dont regenerate. How can i fix that. Oh and it explodes when it dies : ; Terror Drone, ooohhh scary [DRON] UIName=Name ![]() Name=Terror Drone Prerequisite=REP Category=AFV Primary=DroneJump Secondary=HornetLauncher Spawns=HORNET SpawnsNumber=3 SpawnRegenRate=40 SpawnReloadRate=40 FireAngle=32 NavalTargeting=6 Strength=1000 SuppressionThreshold=300; damage below this amount won't suppress the parasite ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting Armor=special_1 TechLevel=10 Turret=no IsTilter=no CrateGoodie=no Sight=10 Speed=5 ; gs Don't go higher than 20, or he gets stuck running in circles Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=15000 Soylent=10000 Points=2000 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TerrorDroneSelect VoiceAttack=TerrorDroneAttackCommand VoiceMove=TerrorDroneMove VoiceFeedback= DieSound=TerrorDroneDie MoveSound=TerrorDroneMoveLoop MaxDebris=100 MinDebris=99 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=250 ; This value MUST be 0 for all building addons IsSimpleDeployer=true DeployFire=yes CloakStop=yes Does the unit cloak when stopped moving (def=no)? Cloakable=yes CloakingSpeed=1 Sensors=yes SensorsSight=30 DamageParticleSystems=SparkSys,SmallGreySSys Weight=5 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=no Trainable=yes Explodes=yes AccelerationFactor=3 ; really fast DeaccelerationFactor=5 ; This is TS's mizspelingg knot min ZFudgeColumn=8 ZFudgeTunnel=13 ;Bombable=yes Size=5 DeathWeapon=JSDemobomb Accelerates=false Bunkerable=no; Units default to yes, others default to no BuildLimit=3 And again I have created my own weapon for its death. when i get these two units i will post the other three. they are not as high of a priority yet because my bro has yet to finish the map for them to be play tested on.....im thinking of plugging them into a random map just to see how they work but, there is a lot i would have to delete when i returned the map to normal. But alas, that is a problem for another time, right now we would appreciate help with these units. Sorry for the long post and thanks again for your help. EDIT: applyed some changes to both units RE: Some new units need help - DCoder - 31.07.2006 VehicleTypes cannot paradrop their passengers, only AircraftTypes can. You need to clone an aircraft instead of a Kirov, and give it the appearance of a Kirov afterwards. And you need SizeLimit=1 on it for infantry to get in. RE: Some new units need help - Udo - 31.07.2006 i didnt intend for them to paradrop...if i put a line like that in there, could you point it out? What i want them to be is basically a buffed up flying Battle fortress that can have people and tanks i.e. the garrisonable kirov. and in respect to your other advice (if it still applies to my desired outcome, which i think it will) i will apply it. thank you RE: Some new units need help - DCoder - 31.07.2006 Ah, I misread you. I thought you wanted a plane to paradrop the passengers out, ala buildable paradrop plane. Well, in that case, you're still missing SizeLimit= and all those UnitAbsorb, etc, building style garrison flags are unnecessary. All you need to get a vehicle transport is Passengers=, PipScale=Passengers and SizeLimit= , all of which are covered in ModEnc. RE: Some new units need help - Guest - 31.07.2006 The paradrop plane - good idea. Using this logic, how can i force my planes to drop their pilots before crushing? RE: Some new units need help - Bobingabout - 31.07.2006 Quote:The paradrop plane - good idea. Using this logic, how can i force my planes to drop their pilots before crushing?you can't. they drop PASSENGERS when the weapon is fired. RE: Some new units need help - Udo - 31.07.2006 DCoder Wrote:[/sinp] Well, in that case, you're still missing SizeLimit= and all those UnitAbsorb, etc, building style garrison flags are unnecessary. All you need to get a vehicle transport is Passengers=, PipScale=Passengers and SizeLimit= , all of which are covered in ModEnc. as i am new to the forums, learned from just changing random tags, where do i go to find this ModEnc? it seems that it would be helpful. and as to your statement i do have infantry and unit absorbs they are near the end. if some of my garrison tags are not needed can you tell me which one so i can delete them? i have UnitAbsorb=yes InfantryAbsorb=yes CanBeOccupied=yes MaxNumberOccupants=12 CanOccupyFire=yes Landable=yes OpenTopped=yes PipScale=Passengers Passengers=12 those are all that i can see that i have for passenger related stuff. thanks again bobbingabout Wrote:guest Wrote:The paradrop plane - good idea. Using this logic, how can i force my planes to drop their pilots before crushing? would it be posible for the plane to to spawn with a unit inside that is permenantly garrisoned, and then when the plane died they get parradropped down as if the pilot was escaping? RE: Some new units need help - DCoder - 31.07.2006 Quote:where do i go to find this ModEnc?At http://modenc.renegadeprojects.com . Quote:If some of my garrison tags are not needed can you tell me which one so i can delete them? DCoder Wrote:All you need to get a vehicle transport is Passengers=, PipScale=Passengers and SizeLimit= . RE: Some new units need help - Udo - 31.07.2006 thank you DCoder, it seems i missed that line when i read your post first. but i was reading somewhere that for something to fire out of something it has to have OpenTopped=yes is that true? RE: Some new units need help - DCoder - 31.07.2006 Yes. RE: Some new units need help - Udo - 31.07.2006 since the kirov and the terror drone are basically done here are my other three...they are for a specific map my bro is making,as are all my creations. the map is an 8 player map, 4 teams of 2, with bubbles near the four corners, and mountain ranges filling in the rest of the map, and netral stuff hidden in the mountains to help defend against earily rushes. there is one unit for every faction and seeing as how he has not finished the map, i havent tested them yet. if someone wants to test them, just be sure to provide feedback. they are long, but that is because i am posting the weapons i created as well. ; Chrono Legionnaire [SWITCH] UIName=Switch Name=Switch Image=CLEG Category=Soldier Primary=DNeutronRifle Prerequisite=GAPILE,TECH PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute CrushSound=InfantrySquish Crushable=no Strength=500 Armor=Medium TechLevel=10 Pip=red Sight=10 Speed=10 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains MoveToShroud=yes Teleporter=yes; Owner=British,French,Germans,Americans,Alliance Cost=15000 Soylent=13000 Points=15000 IsSelectableCombatant=yes VoiceSelect=ChronoLegionSelect VoiceMove=ChronoLegionMove VoiceAttack=ChronoLegionAttackCommand VoiceFeedback=ChronoLegionFear VoiceSpecialAttack=ChronoLegionMove DieSound=ChronoLegionDie ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no ; SJM: approved by Dustin on 09-11-00 ImmuneToPsionics=yes Bombable=yes AllowedToStartInMultiplayer=no Size=1 BuildLimit=3 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;CanPassiveAquire=no ;CanRetaliate=no; Won't fire back when hit ElitePrimary=DDNeutronRifleE ;PreventAttackMove=yes ;gs don't laugh, he can actually do this while in a plan loop IFVMode=10 ; Fire by Chrono Legion [DNeutronRifle] Damage=500 ROF=50 Range=10 Speed=100 Projectile=SChronobounce;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow Warhead=DChronoBeam Report=ChronoLegionAttack IsRadBeam=yes RevealOnFire=no ; Fire by Chrono Legion [DDNeutronRifleE] Damage=700 ROF=60 Range=20 Speed=100 Projectile=SChronobounceE;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow Warhead=DChronoBeam Report=ChronoLegionAttack IsRadBeam=yes RevealOnFire=no [SChronobounce] ShrapnelWeapon=SChronoFragment ShrapnelCount=10 AA=yes Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [SChronobounceE] ShrapnelWeapon=SChronoFragmentE ShrapnelCount=15 AA=yes Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [SChronoFragment] Damage=400 ROF=120 Range=3 Projectile=InvisibleMedium Speed=10 Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes [SChronoFragmentE] Damage=30 ROF=120 Range=3 Projectile=InvisibleMedium Speed=10 Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes [DChronoBeam] ;No chronoing spawned rockets Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% ;Verses=100%,0%,20%,10%,0% InfDeath=5 Temporal=yes ;CellSpread=10 ; Soviet Tesla Trooper [JOLT] UIName=Jolt Name=Jolt Image=SHK Category=Soldier Primary=JElectricBolt Secondary=JAssaultBolt Assaulter=no ; I clear out UC buildings Prerequisite=NAHAND, TECH CrushSound=InfantrySquish Crushable=no Strength=500 Armor=Medium TechLevel=5 Pip=white Sight=6 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=15000 Soylent=13000 Points=15000 IsSelectableCombatant=yes VoiceSelect=TeslaTroopSelect VoiceMove=TeslaTroopMove VoiceAttack=TeslaTroopAttackCommand VoiceFeedback=TeslaTroopFear VoiceSpecialAttack=TeslaTroopMove DieSound=TeslaTroopDie ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes ImmuneToPsionics=yes Size=1 BuildLimit=3 AllowedToStartInMultiplayer=no ElitePrimary=EiffelBolt IFVMode=6 ; Fire by Telsa Trooper [JElectricBolt] Damage=300 ROF=60 Range=20 Speed=100 Warhead=JShock Report=TeslaTroopAttack Projectile=JElectricbounce IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [JShock] Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. AnimList=TSTIMPCT CellSpread=10 ; Fire by Telsa Trooper at Tesla Coil [JAssaultBolt] Damage=30 ROF=25 Range=3 Speed=100 Warhead=ElectricAssault Report=TeslaTroopRechargeCoil Projectile=InvisibleLow IsElectricBolt=true IsAlternateColor=true ; Fired by the ginourmous Eiffel Telsa Coil of DEATH [EiffelBolt] Damage=2000 ROF=50 Range=20 Speed=100 Warhead=JElectric Report=ParisTowerAttack Projectile=JElectricbounceE IsElectricBolt=true [JElectric] Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB) ;PercentAtMax=.5 AnimList=TSTIMPCT CellSpread=10 [JElectricbounce] ShrapnelWeapon=JTeslaFragment ShrapnelCount=10 AA=yes Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [JTeslaFragment] Damage=50 ROF=80 Range=10 Projectile=SmallTeslaP Speed=10 Report=TeslaCoilAttack Warhead=Electric IsElectricBolt=true Anim=PIFFPIFF ;gs TEMP### [JElectricbounceE] ShrapnelWeapon=JTeslaFragmentE ShrapnelCount=15 AA=yes Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [JTeslaFragmentE] Damage=60 ROF=80 Range=15 Projectile=SmallTeslaP Speed=10 Report=TeslaCoilAttack Warhead=Electric IsElectricBolt=true Anim=PIFFPIFF ;gs TEMP### ; Brute [GRIM] UIName=Grim Name=Grim Image=BRUTE Category=Soldier Primary=Glaser ;GEF Unles we decide to put it back in Pushy=yes Prerequisite=YABRCK,TECH CrushSound=InfantrySquish Crushable=no Strength=500 ;180 ;250 Armor=Medium TechLevel=5 Pip=white Sight=8 Speed=6 Owner=YuriCountry Cost=15000 Soylent=13000 Points=15000 IsSelectableCombatant=yes VoiceSelect=BruteSelect VoiceMove=BruteMove VoiceAttack=BruteAttackCommand VoiceFeedback=BruteFear VoiceSpecialAttack=BruteMove DieSound=BruteDie ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=InfantryDestroyer ThreatPosed=20 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=2;too big for IFV AllowedToStartInMultiplayer=no ElitePrimary=GlaserE IFVMode=0 Unnatural=yes CloseRange=yes DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=5 SelfHealing=yes ImmuneToPsionics=yes BuildLimit=3 PixelSelectionBracketDelta=-8 ;gs higher number draws lower. Pixel difference from normal for selection bracket [Glaser] Damage=100 ROF=100 Range=15 Projectile=Glaserbounce Speed=60 Report=FloatingDiscAttack Warhead=DiskWH Bright=yes LaserInnerColor=216,0,184 LaserOuterColor=80,0,88 LaserOuterSpread=0,0,0 LaserDuration=15 ;IsLaser=true ; this flag tells the game to use the special laser draw effect DiskLaser=yes; new ring draw laser OmniFire=no [GlaserE] Damage=120 ROF=120 Range=20 Projectile=GlaserbounceE Speed=80 Report=FloatingDiscAttack Warhead=DiskWH Bright=yes ;IsHouseColor=true LaserInnerColor = 216,0,184 LaserOuterColor = 80,0,88 LaserOuterSpread= 0,0,0 LaserDuration = 15 ;IsLaser=true ; this flag tells the game to use the special laser draw effect DiskLaser=yes; new ring draw laser OmniFire=no [Glaserbounce] ShrapnelWeapon=Glaserfragment ShrapnelCount=10 AA=yes Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [GlaserbounceE] ShrapnelWeapon=GlaserfragmentE ShrapnelCount=15 AA=yes Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [Glaserfragment] Damage=20 ROF=120 Range=5 Projectile=InvisibleAll Speed=10 Warhead=DiskLaser Report=FloatingDiscAttack Bright=yes LaserInnerColor=216,0,184 LaserOuterColor=80,0,88 LaserOuterSpread=0,0,0 LaserDuration=15 DiskLaser=yes; new ring draw laser [GlaserfragmentE] Damage=30 ROF=120 Range=6 Projectile=InvisibleAll Speed=10 Warhead=DiskLaser Report=FloatingDiscAttack Bright=yes LaserInnerColor=216,0,184 LaserOuterColor=80,0,88 LaserOuterSpread=0,0,0 LaserDuration=15 DiskLaser=yes; new ring draw laser if you read them all and can find some errors let me know. All help appreciated, and thanks to all who help EDIT: added changes to all units for more game balance(cost and build limits) and fixed the typo. RE: Some new units need help - DCoder - 01.08.2006
Btw, don't you think these units pretty much ruin the game balance? RE: Some new units need help - Bobingabout - 01.08.2006 DCoder Wrote:i once tried to combine tesla with laser logic... kinda didn't work, i can't remember what happened, but i suspect that it caused an IE. RE:Â Â Some new units need help - Udo - 01.08.2006 DCoder Wrote: 1. fixed 2. well, i mean no offence on this matter but, i think i will try it first and if it fails i will attach it to a dummy 3. same as 2 4. I dont realease map packs with my maps. On one of my other maps I did actually add everything to the xccmixer, but then i realized that it would only show up on my computer, since I give out maps by playing with the person online and not through other sites, and got rid of part of the coding so that in game all it shows "Missing:Switch", for example, and it works fine in my experience. I also insert a new [InfantryTypes] section into the map so that may also help. 5.i forgot that that was on there got rid of it now as for the balance, i forgot to implement those changes they were originally going to be in it but i forgot...now there is a buildlimit of 3 and costs are 15000 each unit thanks for pointing those out. |