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[YR] - Kinetic Weapons


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#21 Allied General

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Posted 02 August 2003 - 08:59 AM

in order for rocker to flip aswell you need a LOT of cannons, DR just needs one unit..
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Posted 08 August 2003 - 11:40 PM

sorry to bring this back up, but could this also work on superweapons, so say the nuke hit & overturned units that were within range???

#23 Allied General

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Posted 09 August 2003 - 08:49 AM

Yes you just need to add pushy and direct rocker.
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#24 Heero6528

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Posted 10 August 2003 - 01:34 PM

WHY DO I ALWAYS SCREW THESE THINGS UP!? here's what I got...


[ktnk]
Primary=KTNKGUN
Pushy=Yes
BuildLimit=1
Armor=medium
Cost=50
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Owner=YuriCountry
Sight=6
Strength=600
Prerequisite=YAWEAP
UIName=NAME:unknown
Name=unknown
Speed=6
ROT=30
MovementZone=Normal
Category=AFV
TechLevel=2
AllowedToStartInMultiplayer=no


[ktnkgun]

ROF=20
MinimumRange=3
Projectile=InvisibleHigh
Report=MagnetronAttack
;IsRadBeam=yes
IsMagBeam=yes
Damage=300
Speed=300
Range=6
Warhead=KTNKWH


[ktnkwh]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,0%
IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
DirectRocker=Yes

#25 Beowulf

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Posted 10 August 2003 - 01:35 PM

Change [ktnkgun] to [KTNKGUN] and [ktnkwh] to [KTNKWH].

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#26 Heero6528

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Posted 10 August 2003 - 01:54 PM

damn caps... hate the case sensitive thing here...

#27 Heero6528

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Posted 12 August 2003 - 10:33 AM

correct me if I'm wrong... but wouldn't it be possible for a madtank with pushy=yes and rocker=yes be able to knock the tanks over like this when it blows up?

#28 Allied General

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Posted 14 August 2003 - 01:33 PM

yes, the shockwave would flipp em..
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#29 Destroyer

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Posted 20 December 2003 - 06:00 PM

Is it possible to send the attacked tank flying something like 5 cells?

#30 Psycho

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Posted 27 December 2003 - 08:54 AM

Thats kinda kool weapon ! :o

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#31 Eagle_eye

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Posted 12 January 2004 - 08:02 AM

maybe using the shake screen code ( cant remember wat it is ) it might add a little more interest
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#32 Natus

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Posted 13 January 2004 - 12:52 PM

It could be comical that when you flip a Apoc over the screen shaks. :D
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#33 Beowulf

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Posted 13 January 2004 - 05:21 PM

No actually, that would be annoying.

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#34 MaperRiz

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Posted 16 January 2004 - 04:01 AM

Hmm. (yes, i still come by to see you modders)

There IS a tiny bit of code that MIGHT be able to get a tank that was attacked (NOT FLIPPED) move a bit. The prospect is making the coresponding unit get chaosed for a few secs.
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#35 Alphasoldier

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Posted 26 January 2006 - 12:57 AM

Totally sorry for reviving this thread but is this Telekinetics available for RA2 (non yuri)
Would be awesome

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#36 DCoder

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Posted 26 January 2006 - 05:56 AM

No.
Ares - How do you want to improve YR today?
What's stopping you from migrating to Ares? We can't implement it unless you tell us!

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#37 arman

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Posted 30 March 2006 - 03:41 PM

when i buy this unit, the game crash, not I.E, it just comes the WinXP error messege..... I tried to add a ROF and a Projectile but sill same problem.. Anyone that can give me a better code?

#38 Nighthawk

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Posted 30 March 2006 - 03:42 PM

Do you have YR? It won't work on original RA2
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#39 Allied General

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Posted 30 March 2006 - 05:32 PM

Try adding the weapon and warhead to an exisitng starting unit or use common sense tutorials are not meant to be copy and paste threads

Edited by Allied General, 30 March 2006 - 05:32 PM.

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#40 arman

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Posted 30 March 2006 - 05:59 PM

yes i have YR, and i tried to make my own weapon, i added a ROF, Projectile and a Verses to the warhead and added the WH i [Warheads] but still same problem( i gave HTNK this weapnon)




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