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New Missile sys
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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Mon Dec 05, 2005 11:15 am    Post subject:  New Missile sys Reply with quote  Mark this post and the followings unread

In YR there are three Missile Systems
the V3,Dreadnought and the Boomer. The thing there is you cannot add a new Missile System To it
like Adding Commas after "V3ROCKET,   <----". Instead Making a New Missile using Spawning System
Here Look

Make New A Unit or Copy V3's Codes

[NEWMISSILELAUNCHER] ;; Any Name and dont forget to add this on the [Vehicletypes]
UIName=Name:MISLLAUNCHER ;;
Name=New Misl Launcher Launcher ;;
Category=AFV
Image=V3 ;<<<<<<<<<<<<<<<<<< For Testing Purposes
Prerequisite=NAWEAP,RADAR <<<<<<<<<<
Primary=NewMissileLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=NEWROCKET
SpawnsNumber=1
SpawnRegenRate=180
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Africans,Confederation,Arabs
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
MobileFire=true ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=yes; Units default to yes, others default to n

THEN MAKE A MISSILE

[NEWROCKET]
UIName=Name:NEWROCKET ; Dont Forget to add this to Aircrafttypes
Name=New Rocket
Primary=HornetBomb ;<<<<<<< This Weapon is only a Dummy
Secondary=MissileBomb ;<<<<<<<<<<<< The Weapon that is Fired
OmniFire=yes ;<<<<
Strength=45
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Speed=15
PitchSpeed=1.1
PitchAngle=1
Owner=Russians
Cost=50
Points=18 ;20
ROT=3
Ammo=1
FlightLevel=1134 ;1500 ;768
Crewed=no
GuardRange=30
Explodes=no
Explosion=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=;HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=BoomerAttack1
ImmuneToPsionics=yes
Selectable=no
Trainable=no
DontScore=yes
NoShadow=yes
FlyBack=false ;true
Accelerates=true
AccelerationFactor=0.01 ;1.0


THE WEAPONS AND WARHEADS

[NewMissileLauncher]
Damage=1
ROF=150
Range=25
MinimumRange=6
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

[MissileBomb]
Damage=150
ROF=0
Range=2
Projectile=MissileDOWN
Speed=17
Warhead=CMISLWH

[MissileDOWN]
Arm=2
Shadow=no
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=V3ROCKET
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Acceleration=50


There are some bugs related here.
1.) When the missile get destroyed, It crashes like the aircraft


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

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Dec 05, 2005 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
When the missile get destroyed, It crashes like the aircraft


Explodes=yes

Would that not fix it?

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FlyingZ
Medic


Joined: 30 Jan 2006

PostPosted: Sat Jul 14, 2007 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

That code gives big IE

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jul 14, 2007 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

well its probably better to explain it as a limbo launch aircraft

thats easier to code and less bug prone

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