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Anti-Air Missiles to Anti-Ground Missiles

anti air ground conversion

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#1 DustxTesla

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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  :whathuh:

 

 


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#2 Seth

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Posted 06 June 2013 - 07:57 AM

Seems is using IFVs rockets,

[Rockets]

Image=MISLORCA
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Yes 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.)


Edited by Seth, 06 June 2013 - 08:16 AM.


#3 DustxTesla

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Posted 06 June 2013 - 09:36 PM

Seems is using IFVs rockets,

[Rockets]

Image=MISLORCA
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Yes 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 Image
Demolition Truck Nuke-Toy Instructions (+20) !!!!!!!!!!TOXIC!!!!!!!!!!!!!,USE A RADIATION SUIT BEFORE USING IT!!!!!!!!!!
/watch?v=lJeWqBFXPno


It doesnt have a explosion area of a Posted Image
__________________________
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#4 Seth

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Posted 07 June 2013 - 07:08 AM

Ill make the codes for you...
(Those go in rules.ini)
[ThuskRockets]
Image=DRAGON
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
 
[Rockets]
Damage=50
ROF=80
Range=8
Projectile=ThuskRockets
Speed=70
Warhead=RocketsWH
Burst=2
Report=ApocalypseAttackAir
This is the weapon used.
 
[RocketsWH]
;Spread=1
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,80%,75%,60%,75%,60%,60%,50%,100%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
;Bright=yes
ProneDamage=70%     ; Presumes air burst
 
(art.ini)
[MTNK]   ; Apocalypse tank
Voxel=yes
Remapable=yes
Cameo=MTNKICON
AltCameo=MTNKUICO
PrimaryFireFLH=190,25,120
 
You 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)

Edited by Seth, 07 June 2013 - 07:25 AM.


#5 DustxTesla

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Posted 07 June 2013 - 11:12 PM

 

Ill make the codes for you...
(Those go in rules.ini)
[ThuskRockets]
Image=DRAGON
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
 
[Rockets]
Damage=50
ROF=80
Range=8
Projectile=ThuskRockets
Speed=70
Warhead=RocketsWH
Burst=2
Report=ApocalypseAttackAir
This is the weapon used.
 
[RocketsWH]
;Spread=1
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,80%,75%,60%,75%,60%,60%,50%,100%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
;Bright=yes
ProneDamage=70%     ; Presumes air burst
 
(art.ini)
[MTNK]   ; Apocalypse tank
Voxel=yes
Remapable=yes
Cameo=MTNKICON
AltCameo=MTNKUICO
PrimaryFireFLH=190,25,120
 
You 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  :thumbsuphappy:


Posted Image
Demolition Truck Nuke-Toy Instructions (+20) !!!!!!!!!!TOXIC!!!!!!!!!!!!!,USE A RADIATION SUIT BEFORE USING IT!!!!!!!!!!
/watch?v=lJeWqBFXPno


It doesnt have a explosion area of a Posted Image
__________________________
800$
Associated with
-DustxTesla Posted Image-

#6 Seth

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Posted 08 June 2013 - 08:22 AM

Tell me if it worked :D

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.


#7 DustxTesla

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Posted 08 June 2013 - 02:52 PM

Tell me if it worked :D

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


Posted Image
Demolition Truck Nuke-Toy Instructions (+20) !!!!!!!!!!TOXIC!!!!!!!!!!!!!,USE A RADIATION SUIT BEFORE USING IT!!!!!!!!!!
/watch?v=lJeWqBFXPno


It doesnt have a explosion area of a Posted Image
__________________________
800$
Associated with
-DustxTesla Posted Image-




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