So hello again , i was hoping you guys could help me making a soviet defense which launchs apocalypse-like missiles but against ground like this tank , but of course with less devastation effects
Posted 06 June 2013 - 03:05 AM
So hello again , i was hoping you guys could help me making a soviet defense which launchs apocalypse-like missiles but against ground like this tank , but of course with less devastation effects
Posted 06 June 2013 - 07:57 AM
Seems is using IFVs rockets,
[Rockets]
Also make a new Warhead, again copy IFVs warhead [HoverMissile] change the name, change the projectile to whatever name you gave it (eg, Rockets)and put on your tank on Primary(or secondary) eg. AGrockets
Also you need to add your tank in art.ini, lets say you want an apocalypse tank like in video, copy the tanks art.ini code, modify it (cameos, weapon FLH etc.)
Edited by Seth, 06 June 2013 - 08:16 AM.
Posted 06 June 2013 - 09:36 PM
Seems is using IFVs rockets,
[Rockets]
Image=MISLORCAArcing=trueSubjectToCliffs=yesSubjectToElevation=yesSubjectToWalls=yesYes I used the ballistic codes(tank shells), if you put the normal ifv, will fire like it.
Also make a new Warhead, again copy IFVs warhead [HoverMissile] change the name, change the projectile to whatever name you gave it (eg, Rockets)and put on your tank on Primary(or secondary) eg. AGrockets
Also you need to add your tank in art.ini, lets say you want an apocalypse tank like in video, copy the tanks art.ini code, modify it (cameos, weapon FLH etc.)
All right , just 2 things :
a) How to make that but with apoc missiles
b)Where do i need to put that weapon tag? ( art , ai ,rules...)
Posted 07 June 2013 - 07:08 AM
Edited by Seth, 07 June 2013 - 07:25 AM.
Posted 07 June 2013 - 11:12 PM
Ill make the codes for you...(Those go in rules.ini)[ThuskRockets]Image=DRAGONArcing=trueSubjectToCliffs=yesSubjectToElevation=yesSubjectToWalls=yes[Rockets]Damage=50ROF=80Range=8Projectile=ThuskRocketsSpeed=70Warhead=RocketsWHBurst=2Report=ApocalypseAttackAirThis is the weapon used.[RocketsWH];Spread=1CellSpread=.5PercentAtMax=.5Wall=yesWood=yesVerses=100%,100%,100%,80%,75%,60%,75%,60%,60%,50%,100%Conventional=yesRocker=noInfDeath=2AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070Deform=10%DeformThreshhold=300Tiberium=yesSparky=no;Bright=yesProneDamage=70% ; Presumes air burst(art.ini)[MTNK] ; Apocalypse tankVoxel=yesRemapable=yesCameo=MTNKICONAltCameo=MTNKUICOPrimaryFireFLH=190,25,120You put those(warhead and projectile in rules.ini or rulesmd.ini(YR)), and the art code in art.ini or artmd.ini(YR)Also add the warhead in the list of warheads in rules.ini, otherwise won't work.To get the .inis you need XCC Mixer, if you have it it will automatically open in your RA2 folder, there locate ra2md.mix and then localmd.mix or just ra2.mix and local.mix(if ra2)
All right , thank you for your help and your time
Posted 08 June 2013 - 08:22 AM
Tell me if it worked
Never used rockets as ballistic projectiles tho, might know why he used them like that(to give tanks trail shots instead of the boring cannon balls)
Edit: Tried that too, works for me , and if you want them to be faster, just change Speed to 85-90 on the [Rockets]
Edited by Seth, 08 June 2013 - 08:38 AM.
Posted 08 June 2013 - 02:52 PM
Tell me if it worked
Never used rockets as ballistic projectiles tho, might know why he used them like that(to give tanks trail shots instead of the boring cannon balls)
Edit: Tried that too, works for me , and if you want them to be faster, just change Speed to 85-90 on the [Rockets]
thanks for the tip , also i think i will use the elite anti air weapon of the apoc , since i need some area damage
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