3 weapons for tanks and buildings - 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: 3 weapons for tanks and buildings (/showthread.php?tid=367) |
3 weapons for tanks and buildings - BaRaKa_ - 18.08.2006 Until PD releases an patch wich would allow units to have Tertiary= weapons, you can use a tweak using the Gattling logic to give to a tank or a building ( but not to a Infantry unit ) 3 different weapons ( at least one of them MUST be anti-air ). For example, you can give the Apocalypse Tank an anti-infantry machine-gun, keep the AA missiles for air attacks and let the tank use it's cannons only against buildings or vehicles. First, change the Primary= weapon to the one you want it to be "Secondary" ( NOT the one used when force-fire into the ground ); in this case, it's the machine-gun. Code: Primary=Para Code: IsGattling=yes Then find [ApocAP] and [ApocAPE] ( the warheads for [120mmx] and [120mmxE] ) and change the first 3 values from Verses to 0%: Code: Verses=0%,0%,0%,95%,80%,70%,100%,70%,50%,100%,100% When the Appocalypse will attack an infantry unit, it will use Para ( as the first AG weapon ) but when it gets to stage 2, as the warhead has 0% damage for infantry, it will keep attacking using Weapon1. Against an vehicle or building, it will fire a single Machine-Gun burst, then will quickly switch to the 120mmX weapon. Sometimes, it will not even use the machinegun, but attack directly with the cannons. There's a huge value for Stage2 weapon and EliteStage2 - this means that it's unlikely to ever get to that stage ( it would require a few hours ? days ? to continously fire... ). Here's a screenshot of 3 apocs, each attacking a different target: "Bugs" In this example, the Primary is Para ( deployed GI's machine-gun ); but since this weapon's warhead doesn't have Wall=yes, it means it cannot destroy walls... you won't even get an attack cursor over the walls; but cloning both [Para] and Para's warhead - [SSA], and adding Wall=yes ( and Wood=yes ) to the cloned warhead will solve this. Another problem is related to Report= ( the sounds created when firing ) - it sometimes gets strange effects. A quick "fix" is to remove all Report= from weapons and call the sounds from Artmd.ini with Report= tag to Anim= animations - this also may require a clone of the animations. I never tested, but I'm pretty shure that 4-,5-or even 6-weapon tanks or buildings are possibile; just give them the right warheads - like: Weapon1 warhead efficient VS infantry, tanks, buildings Weapon3 warhead efficient VS tanks, buildings, but 0% for first 3 armors ( infantry ) Weapon5 warhead efficient VS buildings only, 0% verses for infantry and tanks The unit uses Weapon 1 to attack anything. If it's an infantry, it will keep firing. If it's a tank or building, it will switch to Weapon2 and then either keep firing Weapon2 ( anti-tank ) or, if the target is a building, it will finally switch to Weapon3. Of course, in this case, Stage2 and EliteStage2 will have to be 1 in order to get to Stage3. AA weapons can be similar ( Weapon2 = Weapon4 = Weapon6 ), or you can give the unit different weapons for V3 Rockets, Paratroopers and Aircrafts& jumpjet vehicles. RE: 3 weapons for tanks and buildings - Renegade - 18.08.2006 This is an amazing discovery/hack/tutorial. Would you be willing to add it to ModEnc, or allow us to do that? RE: 3 weapons for tanks and buildings - BaRaKa_ - 18.08.2006 I "discovered" it, but now it's public, it's for all. Of course you can add it to ModEnc or where you wish, so any modder can use this Edit: "... to ModEnc AND where ...." RE: 3 weapons for tanks and buildings - Tratos - 19.08.2006 Indeed this is a fantastic discovery, i congratulate you. RE: 3 weapons for tanks and buildings - Bobingabout - 19.08.2006 WOOTage for you! RE: 3 weapons for tanks and buildings - Vinifera7 - 19.08.2006 Wow! Nice find! RE: 3 weapons for tanks and buildings - Whiteboy - 19.08.2006 This is true modding; no "easy-way-out" exe hacking stuff required. Funnily enough, I did something like this not too long ago,when messing around trying to edit the Gattling Tank. I was messing with VirtualScanner and all sorts of weird stuff... and for some reason I just didn't think much of it and abandoned it. +1 rep, BaRaKa_, for *not* abandoning RE: 3 weapons for tanks and buildings - Kiith-Sa - 20.08.2006 Excellent work. RE: 3 weapons for tanks and buildings - BaRaKa_ - 31.08.2006 New discovery: this seems to be incompatible with RP 1.08 ! A 3-weapon APOC wich works perfectly in YR normal & RP1.07, in RP 1.08 sometimes gives IEs when elite and firing VS infantry... not allways, just... RE: 3 weapons for tanks and buildings - VK - 31.08.2006 interesting... test again and upload here EXCEPT.TXT RE: 3 weapons for tanks and buildings - BaRaKa_ - 31.08.2006 Ok, I'm trying to attach the EXCEPT.TXT... RE: 3 weapons for tanks and buildings - VK - 31.08.2006 Error in PD's Bounty code ECX = 00000000h I am not detecting why yet. Tomorrow I will put more info |