Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Mar 29, 2024 3:54 pm
All times are UTC + 0
Making tomahawk storm and Artillery Barrage superweapon ARES
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Jul 12, 2020 4:37 pm    Post subject:  Making tomahawk storm and Artillery Barrage superweapon ARES Reply with quote  Mark this post and the followings unread

I want it to be without using lightning storm. I am using the Airstrike logic.

Code:

[TomalMissileSpecial]
UIName=NOSTR:Tomahawk Storm
Name=Tomahawk Storm
IsPowered=no
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=0.01
Type=SpyPlane
Action=AttackSupport
SidebarImage=BPLNICON
ShowTimer=no
SW.AuxBuildings=EXPCALAB
EVA.Ready=none
EVA.Detected=none
EVA.Activated=none
AIDefendAgainst=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
SW.AITargeting=Nuke
Cursor=Attack
SpyPlane.Type=TOMALSPAWNER
SpyPlane.Count=3
SpyPlane.Mission=Attack


I made the aircraft to fire the missile at the edge of the map and the aicraft itself will return back immediately. Weapon range 255 but the problem is when I am using scatter. I made an aircraft very small that you almost can't be seen in the game, almost impossible to noticed but I want the missile to do the correct job.

Code:

[TomalBarrageLauncher]
Damage=50
ROF=15
Burst=2
Range=255
;Spawner=yes
Projectile=TomalMisInaccurate
Speed=15
Warhead=GrandCannonWH ;Special
OmniFire=yes

[TomalMisInaccurate]
Image=TOMALMIS
Arcing=yes
;High=yes
;VeryHigh=yes
AG=yes
AA=no
Inaccurate=yes
BallisticScatter.Min=5
BallisticScatter.Max=10
Shadow=no


Missile did not to go the target area but fired and hit around corner of the map. BallisticScatter according to Ares document requires Inaccurate=yes and Arcing=yes. I might be wrong, please help me.

If I want to do artillery barrage and tomahawk or scud to hit in a big area (scatter) what should I do because I want these stuff to be seen in a radar similar to generals but I don't want weather logic because it's not capable to fire many sw at once.

Back to top
View user's profile Send private message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jul 12, 2020 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aircraft has problem launching Arcing/Vertical=yes
Maybe you can do a missile using Airburst and Splits

_________________

Back to top
View user's profile Send private message Skype Account
BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Mon Jul 13, 2020 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

For Artillery, you could use an invisible plane, that uses a suicide weapon over the target area, and spawn the artillery shells as Debris.
Code:

[AirstrikeAircraft]

DebrisAnims=350MMDEBRIS1,350MMDEBRIS2,350MMDEBRIS3
MaxDebris=1
MinDebris=1
FlightLevel=6500 ; spawn the shells to fall from a very high altitude

[350MMDEBRIS1]
Image=350MMSHELL
Report=ExplosionBarrel
AltPalette=yes
Elasticity=0.0
MaxXYVel=10.5 ;; more spread
MinZVel=5.5
Damage=125
DamageRadius=155
Warhead=ApocAPE
LoopStart=0
LoopEnd=7
LoopCount=-1
RandomRate=820,900
;DetailLevel=0
Bouncer=yes
ExpireAnim=MININUKE

[350MMDEBRIS2]
Image=350MMSHELL
Report=ExplosionBarrel
AltPalette=yes
Elasticity=0.0
MaxXYVel=4.5 ;medium spread
MinZVel=85.5
Damage=125
DamageRadius=135
Warhead=ApocAPE
LoopStart=0
LoopEnd=7
LoopCount=-1
RandomRate=700,750
;DetailLevel=0
Bouncer=yes
ExpireAnim=MININUKE

[350MMDEBRIS3]
Image=350MMSHELL
Report=ExplosionBarrel
AltPalette=yes
Elasticity=0.0
MaxXYVel=2.5 ; lower spread
MinZVel=125.5
Damage=125
DamageRadius=135
Warhead=ApocAPE
LoopStart=0
LoopEnd=7
LoopCount=-1
RandomRate=700,750
;DetailLevel=0
Bouncer=yes
ExpireAnim=MININUKE

[350MMSHELL]
Image=350MMSHELL ;name of the projectile shp
AltPalette=yes
UseLineTrail=yes
LineTrailColor=35,255,70
LineTrailColorDecrement=1
DemandLoad=true

I use this code with one plane spawning 20 debrises, but if you want the projectiles to appear on the radar, you need one debris for each plane, and use 20 or how many artillery shells you want to have as SpyPlane.Count=.
I think a debris needs to play an animation, here's one with 8 (identical) frames.



350mmshell.shp
 Description:

Download
 Filename:  350mmshell.shp
 Filesize:  1.7 KB
 Downloaded:  15 Time(s)


Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1589s ][ Queries: 13 (0.0082s) ][ Debug on ]