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Cyborg Reaper Web weapon in YR


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#1 AprilWar

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Posted 11 August 2008 - 01:58 AM

With the help of Npatch ive found a way to recreate at a 100% the
functionality of the TSFS WebbedInfantry logic.
Im using the AnimToInfantry= and the InfDeathAnim= Npatch feature

First you will need a test unit.
Give it a weapon like this one. Almost the same as the TS one
[WebLauncher]
Damage=200;Thanks to the Webbed logic this was 0 in FS
ROF=200;was 180
Range=7
Projectile=WebCapsule
Speed=25
Warhead=WebMass
Report=RocketeerAttack
AttachedParticleSystem=SmallGreySSys;not really needed

Now move on with the projectile and the warhead
[WebCapsule]
Arm=2
High=no
Shadow=no
Proximity=yes
Ranged=yes
AG=yes
Image=WEB
ROT=5

[WebMass]
Wood=no
Wall=no
Verses=400%,400%,400%,0%,0%,0%,0%,0%,0%,0%,0%;So it just attacks Infantry
InfDeathAnim=WEBDIE;Here is the whole trick
Sparky=no
ProneDamage=400%
CellSpread=1.5;We want it to launch multiple webs at different targets
PercentAtMax=1

Add the WebMass to the Warheads list.
Now search the AnimToInfantry= tag in the rulesmd.ini and add: WEBGUY
It should looks like this:
AnimToInfantry=BRUTE,WEBGUY

We have to create the WEBGUY infantry.
Add it to the InfantryTypes list. And use this code to create it

; Webbed Infantry Hack
[WEBGUY]
UIName=Name:WEBGUY
Name=Webbed Infantry
Strength=75
Category=Soldier
Armor=light;This avoids the reaper from using the same weapon
TechLevel=-1
Sight=2
Speed=0;It's paralyzed
Cost=0
Soylent=0
Points=10
ROT=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
NavalTargeting=6 
LandTargeting=1
Paralyzed=yes;I dont really want it to move :P
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Infantry
ThreatPosed=25; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Passive=yes
SelfHealing=no
GuardRange=5
NotHuman=yes;I added this so it doesnt use any InfDeath anim when it gets killed
Pip=yellow
ImmuneToPsionics=yes;optional
IsSelectableCombatant=no;Wont be selected
ImmuneToRadiation=no
Bombable=yes
Crushable=yes
PhysicalSize=1
MovementZone=Infantry
Size=1
;DebrisAnims=CRYSTAL1,CRYSTAL3;This is if you have any Tiberium debris anim
;MaxDebris=4
;MinDebris=2
Selectable=no;Very important so it doesnt move
ImmuneToPoison=no
Trainable=no;wont be promoted
Fearless=yes; We dont want to use extra frames

There you have the paralyzed infantry...
Now add to the animlist:

XX=WEB ;The projectile image
XX=WEBDIE ;The InfDeathAnim=trick
XX=WEBSPAWNER ;The anim who spawns the WEBGUY

Let's go to the Artmd.ini, the most important one.
Add this somewhere:
;The webbed infantry and its sequence
[WEBGUY]
Voxel=no
Remapable=no
Sequence=websequence
Crawls=no

[websequence];pretty simple sequence because it doesnt move
Ready=0,6,0
Idle1=0,6,0,S
Idle2=0,6,0,S
Guard=0,6,0
Up=0,6,0
Cheer=0,6,0,S
Die1=0,1,0
Die2=0,1,0
Die3=0,1,0
Die4=0,1,0
Die5=0,1,0

;The projectile image
[WEB]
AnimPalette=yes

;The Warhead's InfDeathAnim 
[WEBDIE]
Normalized=true
Flat=yes
Shadow=yes
Surface=yes
Next=WEBSPAWNER;If we add the MakeInfantry here, the WEBGUY will be player-owned
Palette=unittem.pal

[WEBSPAWNER]
Normalized=true
Flat=yes
Shadow=yes
Surface=yes
MakeInfantry=1;*It works, the webguy will now be civilian owned
Palette=unittem.pal

*=Use 1 so it spawns a WEBGUY. The 0 value is for the list brute before the WEBGUY
More info

Image 1: The Cyborg Reaper ready to attack a group of infantry with the Web Launcher
Image 2: Webbed Infantry
Image 3: Webbed Infantry
Image 4: The Cyborg Reaper will now use the antiarmor missiles against the webbed infantry to finish them off.

Im attaching the SHP files in the ZIP

Attached Thumbnails

  • Reaper_smayhem.PNG
  • Reaper_sweb.PNG
  • NodReaperFired.PNG
  • NodReaperFiredMissiles.PNG

Attached Files


Edited by AprilWar, 11 August 2008 - 05:40 AM.

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#2 SSTG

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Posted 11 August 2008 - 03:44 AM

Looks good but I doubting it frees the infantry after a few minutes?
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#3 AprilWar

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Posted 11 August 2008 - 03:59 AM

Nop. I don't think so =S
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#4 Beowulf

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Posted 11 August 2008 - 04:45 AM

Can't have everything but this sure looks like fun.

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#5 Speeder

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Posted 11 August 2008 - 09:59 AM

Why finish off civilian object though?

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#6 Apollo

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Posted 11 August 2008 - 10:19 AM

Heh, lovely...RS stuff in there and i don't recall being asked... :)

Oh Btw...Surface=yes is TS tag and ra2 uses Layer=ground instead and no need for palette=unittem.pal..you could just do AltPalette=yes for same effect.

Edited by Apollo, 11 August 2008 - 10:39 AM.

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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
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#7 Speeder

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Posted 11 August 2008 - 10:40 AM

I don't think it's a public mod. He used most of Reloaded stuff.

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#8 SSTG

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Posted 11 August 2008 - 01:36 PM

I think this kinda work with the cyborgs in a different idea just give the cybrog a death weapon and it spawns into one thats legs are missing
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#9 Apollo

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Posted 11 August 2008 - 02:04 PM

sure but cyborg=yes works still in RA2.
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
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#10 AprilWar

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Posted 11 August 2008 - 05:17 PM

Yes, cyborg= fixes all of that.

Also I don't know if NotHuman=yes can prevent the infantry from being webbed
Same as Natural=. ive not test this effects yet
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#11 SSTG

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Posted 12 August 2008 - 01:23 AM

I think it would'nt seeing its being used with armor types you'd have to make units like dogs immune to the warhead
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#12 Allied General

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Posted 12 August 2008 - 09:09 AM

Cyborg=yes work but the EMP logic which works on cyborgs in TS doesn't.

Your basically using brute mutation logic.

So obviously anything which is classified as a animal will not transform into web guy.
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