Not for TS no, i think Smiffgig tried but failed, i also looked into it for YR but had no luck as the spyplane nor paradrop plane can be given a fireable weapon. QUICK_EDIT
Its possible in YR, although it is a lengthy and complex process that limits it to parabombs, or if your like me you'd have to replace the whole paradrops like I did in my RA2: ren mod
[/img] _________________ Green FTW omglol QUICK_EDIT
In YR probably only parabombs
but i know that type=airstrike exists and also action=airstrike but boris is using action=airstike and type=airstrike might not be complete since there is no info of that in the rules.ini _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu May 08, 2003 3:41 pm Post subject:
In fact, with Hunter Seeker looks like to be probable. Just clone the orca bomber weapon and give it... but also add an animation to this weapon that destroys the hunter seeker... It would not be exactly like Generals, but the nearest possible I know... _________________
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when i was making a TS renegade mod, thats what I did, only it targeted random things so it wasnt the best _________________ Green FTW omglol QUICK_EDIT
thats interesting Yoshi, i have experimented ALOT with the HS and it has some funny attributes that follow it around. making some attached tags that you would just expect of to usually work either act weird or not at all
U made this airstrike (kind of weapon). Did u make the HS explode after firing (I assume it was in early stages)
some more info would be nice _________________ QUICK_EDIT
I can think of at least one good alternative, though it might take some serious replacing of attributes of the game that you might not be willing to replace.
Make an air unit, give it the desired airstrike weapon and image, etc. Make it build limit 1. Give it an ammo of 1, or some other set number, so that it is required to return and re-load after firing a certain ammount of ammo. Then, extend the ammount of time it takes to recharge ammo (I'm not sure how specific or general this has to be, I can't remember where in the INI's you define how long it takes... But if you can get it to just define how long it takes with that particular unit, or that particular structure it's docking at, that would be better...). If you want you could even customise the structure it docks at and give it a special unit-reload animation that displays a timer or some other means of denoting the time until you can use the unit again. _________________ Over and out,
~FinalMoon QUICK_EDIT
Interesting concept. Using the EMP effect? Can the EMP effect be specefied to only damage certain armor types? _________________ Over and out,
~FinalMoon QUICK_EDIT
Posted: Wed May 14, 2003 2:38 am Post subject:
Back from the dead!
Back! Its been a while...
Here was my first thought...
have a building thats your "air combat command center", this building has a hunter seeker super weapon that has no image, sound anything, just a weapon with a 300 range, or whatever is a bitmore than the range from corner to corner. This causes the invisible seeker to wizz off the map where it uses the multi missile to spawn another hunter seeker, this time with the orca bomber code. This bombers pimary weapon is bombs which it attacks the target with while its secondary charges (say in 30 sec). Its secondary is a self destruct with the same range that makes it leave the map where it destroys itself silently with no graphic or anything.
Think that would work?
Oh anf the wild weasel EMP weapon that only effects radar by using the wood armor type... my idea QUICK_EDIT
no orky there's no way this would work You can't spawn hunterseekers from multimissiles... hunterseekers can't see anything... you can't have a charging weapon on a unit... and suicidebomb only detonates when near it's target. QUICK_EDIT
Oh anf the wild weasel EMP weapon that only effects radar by using the wood armor type... my idea
err not quite Da_orky
You may have thought of it but so have a million other people before you
you try making the EMEffect target ONLY specific armour types, its impossible. However i have a workaround for it that i highly doubt any of you will guess
It will allow a working MRJ in TS, something that has never been done before
I can safely say.... my idea _________________ QUICK_EDIT
Yeah, I thought of that while in class today, no super weapons from super weapons. Thats kind of agrivating though, Airstrikes would be nice to have... *sigh*
You can check the previous posts, I was the first to toss it up on this board, used it to arm my engineers to make SWAT troopers. QUICK_EDIT
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