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Is carpet bombing possible?

carpet bomb bomber bombing fighter jet soviet mig boris strafe

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#1 5h0pk33p3r

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Posted 22 February 2013 - 09:37 PM

Alright, this is my first post here...

 

I'm not a very mod-savvy person, the most I've done is create a few new units with existing weapons. I know, it's not much, but it's a start somewhere. Anyway, I was wondering if anyone knew whether or not if carpet bombing is possible? For example, can I create a new unit that has the ability to do a strafing run that drops several bombs whilst doing so? Like if you designate the general targeted area, a plane comes from off-map and when it reaches the general vicinity, it starts dropping them mofos in a straight line while flying forward until it leaves the general area, or until ammo has been depleted. If you played CoD with Stealth Bombers then you know exactly what I'm talking about.

 

I had the idea that when Boris gets promoted to his final rank (three chevrons), that he can use his target locator to call in a single, special MiG that performs a devastating carpet bombing.

 

Before you reply, I know how to:

- Make a new superweapon/weapon.

- Add/replace a new weapon on a unit.

- Adjust .INI parameters.

- Create an entirely new functioning unit.

 

Thank you in advance, Revora community.


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#2 DIGI_Byte

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Posted 22 February 2013 - 09:58 PM

most defiantly possible, I'm not sure how to code it, but you could use it the same way paratroops are deployed, but either spawn bombs or create a unit that expires and dies with an explosion



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#3 Graion Dilach

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Posted 22 February 2013 - 09:59 PM

http://modenc.renega...aft_and_Weapons

 

Read this. Worst case scenario, get a TS rulesmd and examine ORCA Bomber there (it's easier to download TSUMP than whole TS, that's just some MB and rulesmd is already there). Table is a bit off tho the text explains the system well.

 

DIGI, paratroop masking is a bad idea because you can remove the parachute only gloobally (until Ares), and if you make parachite anim a dummy, sometimes the game still doesn't deattach the chute after anim expiration and apply the nonchuted falling rate (tested).


Edited by Graion Dilach, 22 February 2013 - 10:04 PM.

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#4 5h0pk33p3r

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Posted 22 February 2013 - 10:45 PM

http://modenc.renega...aft_and_Weapons

 

Read this. Worst case scenario, get a TS rulesmd and examine ORCA Bomber there (it's easier to download TSUMP than whole TS, that's just some MB and rulesmd is already there). Table is a bit off tho the text explains the system well.

 

DIGI, paratroop masking is a bad idea because you can remove the parachute only gloobally (until Ares), and if you make parachite anim a dummy, sometimes the game still doesn't deattach the chute after anim expiration and apply the nonchuted falling rate (tested).

Yeah, I remember trying to use paradrop parameters, but not only did it not detach the chute, but it just didn't produce my desired effect.

 

Graion Dilach, thanks for the resource. I'll definitely try out a new vehicle with the information provided on that page soon. My most preferred effect is Outcome 1, but if I cannot get it to work I'm gonna try Outcome 2. I'll let you know how it goes when I test it out.

 

Thank you both for your replies. Very helpful, and more responsive than other websites I've visited.


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#5 Atomic_Noodles

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Posted 23 February 2013 - 01:55 AM

Its definitely doable. One thing though you'll have to remember if its for a "Carpet Bombing Support Power" then you'll have to sacrifice the Spy Plane if your not using YR Game Extenders (ala Ares/Npatch)


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#6 5h0pk33p3r

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Posted 23 February 2013 - 02:12 AM

Its definitely doable. One thing though you'll have to remember if its for a "Carpet Bombing Support Power" then you'll have to sacrifice the Spy Plane if your not using YR Game Extenders (ala Ares/Npatch)

Well, maybe. I was looking to create an entirely new unit that is almost the same as the MiG. I understand what you're saying, but since I want to recreate the MiG only as a vehicle called in by a fully ranked Boris's target locator, I think I shouldn't have to sacrifice anything. I'm not looking to make it a full-fledged superweapon that would be click-able in the sidebar, rather it's called in by Boris as an Elite weapon.
 
Here's Boris's rulesmd.ini settings, with example tweaks that would allow Boris to accomplish calling in a carpet bombing:

;Boris
[BORIS]
UIName=Name:Boris
Name=Boris
;Image=TANY
Category=Soldier
Prerequisite=NAHAND,NATECH
Primary=AKM
Secondary=Flare
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=200
Armor=flak
TechLevel=9
Pip=red
Sight=9
Speed=5
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=750
Points=50
IsSelectableCombatant=yes
VoiceSelect=BorisSelect
VoiceMove=BorisMove
VoiceAttack=BorisAttackCommand
;VoiceAttack=BorisAttackCommand
VoiceFeedback=BorisFear
VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
;VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
DieSound=BorisDie
CreateSound=BorisCreated
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25    ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
;DetectDisguise=yes
ElitePrimary=AKME
IFVMode=4
UseOwnName=true
;Airstrike stuff

;How many planes to call in
AirstrikeTeam=2;
*EliteAirstrikeTeam=1;
;What type of planes to call in
AirstrikeTeamType=BPLN
*EliteAirstrikeTeamType=BPLNCB
;How long after the planes either leave the map or are destroyed will the next team of planes be ready?
AirstrikeRechargeTime=100;500
EliteAirstrikeRechargeTime=50;250
BuildLimit=1
SelfHealing=yes

*Asterisks denote changes.


You see, all I have to do for Boris is create one little entry that will change his default EliteAirstrikeTeamType to BPLNCB (Carpet Bombing) when he achieves Elite status.
 
Afterwards, I make a new plane that is the same as a MiG but strafe runs bombs instead of harrier-like missiles. I'd make a new weapon (or if it's in there, use the existing one) for said MiG that is directed to another entry that mimics Boris's normal Flare weapon, only it calls in that special MiG with the special weapon.


Edited by 5h0pk33p3r, 23 February 2013 - 02:19 AM.

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#7 Atomic_Noodles

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Posted 04 March 2013 - 07:06 AM

If its just a MiG Airstrike replacement then it should be okay. Copy the BPLN or whatever then make sure it has all the characteristics of Outcome1.


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#8 Kenosis

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Posted 12 April 2013 - 01:55 PM

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#9 Immortal_Pie

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Posted 13 April 2013 - 07:55 AM

You there, kenosis. How? What sorcery allows such things?



#10 Graion Dilach

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Posted 13 April 2013 - 11:02 AM

Dummy carpetbombing weapon with fireranim having debris which spawns infantry.


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#11 Atomic_Noodles

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Posted 13 April 2013 - 11:06 AM

Dummy carpetbombing weapon with fireranim having debris which spawns infantry.

 

With IsFlamingGuy (Which is why the Drones are skittering about) actually then it has Next= which plays the animation which has damaged added on it.


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#12 algerian general

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Posted 13 April 2013 - 02:09 PM

i think -as a pro - that it is possible in tw2 ways

1----------------------------------------------------------------------------------------------------------------

is to make the weapon like a paradrop airstrike but its suicide bombs not infantry dah!!:

2----------------------------------------------------------------------------------------------------------------

is to make the mig controabale so you will make for them weapons like in the mod

of battlefield 1945-2012 with the B-17 and the B-25 okay

 

 

 

 

if you have a question contact me -algerian general - and if you read this please contact me

 

 

 

 

 

 

 

 

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#13 Immortal_Pie

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Posted 15 April 2013 - 07:35 PM

Dummy carpetbombing weapon with fireranim having debris which spawns infantry.

 

 

With IsFlamingGuy (Which is why the Drones are skittering about) actually then it has Next= which plays the animation which has damaged added on it.

Cheers guys, gonna have to add this to my mod, was looking for a way to clear out units from an area, but leave a base untouched. These will work perfectly.



#14 Seth

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Posted 02 May 2013 - 01:24 PM

Isn't this working with the asw/hornet logic? Giving it a slow ROF,a larger range and a different weapon(like kirov bombs)






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