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| Psycho |
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![]() Soldier Group: Members Posts: 9 Joined: February 22, 2004 |
U ppl know that in the game there are 3 hardcoded spawning missile, V3Rocket(RA2/YR), Drednaut Missile(RA2/YR) and Boomer Missile(YR). U cannont add your new spawning missile type in the game. But i have found a way to do new missile type (no restriction, u can do as much missile type as u want) in both RA2/YR. This is mainly done by the hornet spawning logic and suiciding spawned aircraft. Here i'll only write an example how to create a new TomaHawk spawning system with TomaHawk Launcher Lank (u can use Daz's converted Generals' TomaHawk launcher tank).
Required voxels =============== tomahwk.vxl = TomaHawk launcher Tank with missile, make sure the missile has no remap tomahwkwo.vxl = TomaHawk launcher Tank without missile tmiss.vxl = TomaHawk Missile, Make sure has no remap tjump.vxl = Same Tomahawk Missile voxel, Make sure has no remap and u also have to have the required hva files for the voxels. Now open up art(md).ini. Add the following codes Art(md).ini entry ================= ;TomaHawk launcher Tank [TOMAHWK] Voxel=yes Remapable=yes Cameo=THWKICON AltCameo=THWKUICO PrimaryFireFLH=50,-10,170 ;TomaHawk Missile [TMISS] Trailer=V3TRAIL ;DURASMOKE TrailerSeperation=50 SpawnDelay=2 Voxel=yes Remapable=yes CanBeHidden=no ;TomaHawk Missile too [TJUMP] Voxel=yes Trailer=V3TRAIL TrailerSeperation=50 Now open up rules(md).ini and add the following codes. Rules(md).ini entry =================== [TOMAHWK] UIName=Name:TOMAHAWK Name=TomaHawk Launcher Category=AFV Prerequisite=GAWEAP,GATECH ;Change as u like Primary=TomaHawkLauncher CanPassiveAquire=no Spawns=TMISS ;Spawns TomaHawk Missile SpawnsNumber=1 SpawnRegenRate=400 ;Set as V3 SpawnReloadRate=0 ; missile spawn don't come back NoSpawnAlt=yes ;alternate voxel for out of spawns: TOMAHWKWO Strength=300 Armor=light TechLevel=10 Turret=no CrateGoodie=yes ;Can b available via crate ? Sight=7 Speed=5 ;4 ;High Tech, Faster than V3 Owner=British,French,Germans,Americans,Alliance ;Ally owns it Cost=800 Soylent=800 Points=40 ROT=5 AllowedToStartInMultiplayer=no Crusher=yes Crewed=yes ;Trained crews, can survive IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect ;Temp voice set VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush MaxDebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=25 DamageParticleSystems=SparkSys,SmallGreySSys Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF AccelerationFactor=0.01 ;Set as V3 ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 GuardRange=9 TooBigToFitUnderBridge=true Bunkerable=no ;Weapon to launch TomaHawk Missile [TomaHawkLauncher] Damage=1 ROF=150 Range=25 MinimumRange=5 Spawner=yes Projectile=InvisibleHigh Speed=10 Warhead=Special ;TomaHawk Missile, Actually hornet type [TMISS] UIName=Name:TMISS Name=TomaHawk Missile Primary=TomaHawkGroundHit ;Dummy weapon Secondary=TomaHawkCollision ;Actual Damaging Weapon DeathWeapon=TomaHawkCollision ;Actual Damaging Weapon Strength=75 ;More strength than V3, hight tech Category=AirPower Armor=special_2 ;As it is spawned missile now Spawned=yes MissileSpawn=yes ;Dont know much abt this tag, but it may coz the ;TMISS disapeared in the air when destroyed TechLevel=-1 Sight=1 ;2 RadarInvisible=no Landable=no ;yes ;Need this to do suicide MoveToShroud=yes Speed=16 ;Faster than V3, High Tech PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=50 Points=20 ROT=3 Ammo=1 Crewed=no GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 CrashingSound= ;HornetDie ;No crash sound ImpactLandSound= ;GenAircraftCrash ;No crash sound Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;Hornet Locomotor ;Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} ;V3 Locomotor ;Abandoned ;Actually when u give it V3 locomotor, it gets V3 property ;But when it launched it hits u back ! MovementZone=Fly MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=V3Attack ;Taking off ImmuneToPsionics=yes NoShadow=yes Selectable=no Trainable=no DontScore=yes OpportunityFire=yes ConsideredAircraft=yes PreventAttackMove=yes IsSelectableCombatant=no CanPassiveAquire=no CanRetaliate=no Dock=NONE ;Cant have no dock, but its AirportBounded, thats why it suicide AirportBound=yes ;Dummy Weapon [TomaHawkGroundHit] Damage=1 ROF=45 Range=4 Speed=80 Warhead=TomaHawkWH OmniFire=yes Projectile=TMJUMP ;Actual Damaging Weapon [TomaHawkCollision] Damage=250 ROF=45 Range=4 Speed=80 Warhead=TomaHawkWH OmniFire=yes Projectile=TMJUMP [TMJUMP] Image=TJUMP ;Use same voxel as TMISS AA=no AN=no Arm=2 ROT=8 ;requires to use Rotates Shadow=no Proximity=yes Ranged=yes FirersPalette=yes [TomaHawkWH] CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no Bright=yes ProneDamage=70% Now * add TOMAHWK at [VehicleTypes] list * add TMISS at the line PadAircraft= and [AircraftTypes] list How it works ============ Well, i told u before that it use normal hornet spawn logic. The TMISS is an aircraft. When it is spawned, it moves to the target, when it get its target in the range, it fires its primary weapon (dummy). Now as its airportbounded so it searches for an airport to land n dock, but there is no airport named as NONE (hope u havent made an airport named NONE already, lol), so it crashes. When crashing it disappeared in the sky. But it has a deathe weapon which projectile is same looking voxel as the missile. The death weapon then hits the target. Good features ============= * It can b destroyed by AA weapon in the air when flying, like V3 missile Bugs ==== * Launching is not smooth * It stops for a while in the sky when near target * When its falling, it cannot b destroyed by AA weapon * Missile voxel shouldnt have remap, it coz graphical problems with remap * Can still hit any random object when shoted down. Heres a movie attach to show how it works. Two TomaHawk launcher launches 2 missiles against the barrack, one of them is shoted down by sam and hits back sam and another hits the barrack. -------------------- Home : http://on.to/cncbd
Download SW tutorial : 1. Temp site 2. ES3 Contact abt SW : psycho_yrsw@hotmail.com |
| Daedalus |
Posted: April 27, 2004 12:12 pm
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![]() Evil Retro Ghost Group: Admin Posts: 473 Joined: February 03, 2004 |
Again a great tutorial. Thanks for being a productive member
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| DeeZeL |
Posted: April 27, 2004 04:07 pm
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![]() Right Hand ![]() Group: Moderators Posts: 146 Joined: February 03, 2004 |
Awesome psycho, it really an honor having you in our forums
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