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[RA2/YR]Tutorial on new missile spawning system
Make your own missile type
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Psycho
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PostPosted: Tue Apr 27, 2004 3:27 am    Post subject: [RA2/YR]Tutorial on new missile spawning system Reply with quote


U ppl know that in the game there are 3 hardcoded spawning missile, V3Rocket(RA2/YR), Drednaut Missile(RA2/YR) and Boomer Missile(YR). U cannont add your new spawning missile type in the game. But i have found a way to do new missile type (no restriction, u can do as much missile type as u want) in both RA2/YR. This is mainly done by the hornet spawning logic and suiciding spawned aircraft. Here i'll only write an example how to create a new TomaHawk spawning system with TomaHawk Launcher Lank (u can use Daz's converted Generals' TomaHawk launcher tank).

Required voxels
===============
tomahwk.vxl = TomaHawk launcher Tank with missile, make sure the missile has no remap
tomahwkwo.vxl = TomaHawk launcher Tank without missile
tmiss.vxl = TomaHawk Missile, Make sure has no remap
tjump.vxl = Same Tomahawk Missile voxel, Make sure has no remap

and u also have to have the required hva files for the voxels.

Now open up art(md).ini. Add the following codes

Art(md).ini entry
=================

;TomaHawk launcher Tank
[TOMAHWK]
Voxel=yes
Remapable=yes
Cameo=THWKICON
AltCameo=THWKUICO
PrimaryFireFLH=50,-10,170

;TomaHawk Missile
[TMISS]
Trailer=V3TRAIL ;DURASMOKE
TrailerSeperation=50
SpawnDelay=2
Voxel=yes
Remapable=yes
CanBeHidden=no

;TomaHawk Missile too
[TJUMP]
Voxel=yes
Trailer=V3TRAIL
TrailerSeperation=50


Now open up rules(md).ini and add the following codes.

Rules(md).ini entry
===================

[TOMAHWK]
UIName=Name:TOMAHAWK
Name=TomaHawk Launcher
Category=AFV
Prerequisite=GAWEAP,GATECH ;Change as u like
Primary=TomaHawkLauncher
CanPassiveAquire=no
Spawns=TMISS ;Spawns TomaHawk Missile
SpawnsNumber=1
SpawnRegenRate=400 ;Set as V3
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ;alternate voxel for out of spawns: TOMAHWKWO
Strength=300
Armor=light
TechLevel=10
Turret=no
CrateGoodie=yes ;Can b available via crate ?
Sight=7
Speed=5 ;4 ;High Tech, Faster than V3
Owner=British,French,Germans,Americans,Alliance ;Ally owns it
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=yes ;Trained crews, can survive Grin
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect ;Temp voice set
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01 ;Set as V3
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
Bunkerable=no

;Weapon to launch TomaHawk Missile
[TomaHawkLauncher]
Damage=1
ROF=150
Range=25
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

;TomaHawk Missile, Actually hornet type
[TMISS]
UIName=Name:TMISS
Name=TomaHawk Missile
Primary=TomaHawkGroundHit ;Dummy weapon
Secondary=TomaHawkCollision ;Actual Damaging Weapon
DeathWeapon=TomaHawkCollision ;Actual Damaging Weapon
Strength=75 ;More strength than V3, hight tech
Category=AirPower
Armor=special_2 ;As it is spawned missile now
Spawned=yes
MissileSpawn=yes ;Dont know much abt this tag, but it may coz the
;TMISS disapeared in the air when destroyed
TechLevel=-1
Sight=1 ;2
RadarInvisible=no
Landable=no ;yes ;Need this to do suicide
MoveToShroud=yes
Speed=16 ;Faster than V3, High Tech
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
CrashingSound= ;HornetDie ;No crash sound
ImpactLandSound= ;GenAircraftCrash ;No crash sound
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;Hornet Locomotor
;Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} ;V3 Locomotor ;Abandoned
;Actually when u give it V3 locomotor, it gets V3 property
;But when it launched it hits u back !
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=V3Attack ;Taking off
ImmuneToPsionics=yes
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
OpportunityFire=yes
ConsideredAircraft=yes
PreventAttackMove=yes
IsSelectableCombatant=no
CanPassiveAquire=no
CanRetaliate=no
Dock=NONE ;Cant have no dock, but its AirportBounded, thats why it suicide
AirportBound=yes

;Dummy Weapon
[TomaHawkGroundHit]
Damage=1
ROF=45
Range=4
Speed=80
Warhead=TomaHawkWH
OmniFire=yes
Projectile=TMJUMP

;Actual Damaging Weapon
[TomaHawkCollision]
Damage=250
ROF=45
Range=4
Speed=80
Warhead=TomaHawkWH
OmniFire=yes
Projectile=TMJUMP

[TMJUMP]
Image=TJUMP ;Use same voxel as TMISS
AA=no
AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes

[TomaHawkWH]
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%

Now
* add TOMAHWK at [VehicleTypes] list
* add TMISS at the line PadAircraft= and [AircraftTypes] list

How it works
============
Well, i told u before that it use normal hornet spawn logic. The TMISS is an aircraft. When it is spawned, it moves to the target, when it get its target in the range, it fires its primary weapon (dummy). Now as its airportbounded so it searches for an airport to land n dock, but there is no airport named as NONE (hope u havent made an airport named NONE already, lol), so it crashes. When crashing it disappeared in the sky. But it has a deathe weapon which projectile is same looking voxel as the missile. The death weapon then hits the target.

Good features
=============
* It can b destroyed by AA weapon in the air when flying, like V3 missile

Bugs
====
* Launching is not smooth
* It stops for a while in the sky when near target
* When its falling, it cannot b destroyed by AA weapon
* Missile voxel shouldnt have remap, it coz graphical problems with remap
* Can still hit any random object when shoted down.

Heres a movie attach to show how it works. Two TomaHawk launcher launches 2 missiles against the barrack, one of them is shoted down by sam and hits back sam and another hits the barrack.


Attachment:

preview_missile_launch.gif

 Filename:  preview_missile_launch.gif
 Description:  TomaHawk Launcher launching missile
248.86 KB :: Viewed 14930 Time(s) :: [ Download ]


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Comrade Kal
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PostPosted: Tue Apr 27, 2004 5:08 am  Reply with quote

Good job. Nice GIF there, I just got that tool a few days ago. Razz
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Psycho
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PostPosted: Tue Apr 27, 2004 5:56 am  Reply with quote


Used snagit for screen capture and animation shop for making gif

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PostPosted: Tue Apr 27, 2004 3:15 pm  Reply with quote

Cool method, although those bugs are rather severe.
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PostPosted: Tue Apr 27, 2004 6:37 pm  Reply with quote

They'd be better implimented as a 'aerial drone' than missile.
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PostPosted: Tue Apr 27, 2004 8:52 pm    Post subject: Re: [RA2/YR]Tutorial on new missile spawning system Reply with quote

Psycho wrote (View Post):
tmiss.vxl = TomaHawk Missile, Make sure has no remap
tjump.vxl = Same Tomahawk Missile voxel, Make sure has no remap

why? Couldn't you just use the following?

Code:
;TomaHawk Missile too
[TJUMP]
Image=TMISS
Voxel=yes
Trailer=V3TRAIL
TrailerSeperation=50


Psycho wrote (View Post):
;TomaHawk Missile
[TMISS]
Trailer=V3TRAIL ;DURASMOKE
TrailerSeperation=50
SpawnDelay=2
Voxel=yes
Remapable=yes why?
CanBeHidden=no

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asyikarea51
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PostPosted: Tue Apr 27, 2004 11:01 pm    Post subject: Huh? Reply with quote

The missile flies straight then crashes down... quite an annoying bug; the programming is quite obvious to a player new to mods since the missile dun fly right. Any way to make it somehow ascend up and then down like the V3? And it's kinda funny: when it crashes, in the JPG it flew right to the target. Izzit fixed like that?

Like as though the missile's computer crashed or something.

BTW Psycho I gotta talk to you about your simulated SWs for mod use. Nothing much, but it's an annoying issue.
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PostPosted: Wed Apr 28, 2004 6:53 am  Reply with quote


@rattuskid : U know limbo launch doesnt work affect on building Rolling Eyes . Listen what happened when i used limbo. I fired missile against a building, when it got firing range it was stucked on the air. then i pressed [s] (stop) on the vehicle and the missile flew back to tomahawk launcher and gently land on the server http://forums.cncguild.net/images/smiles/rofl2.gif

Thx kravvitz, its my fault Embarassed . anyway it doesnt affect the missile system.

@asyikarea51 : anyhow i got a new missile system, right ? thr is no such tutorial around and a lot of ppl tried abt suicide/kamikazi planes but they werent succesfull. This is 100% working code and if u r not satisfied go and make your own code set.

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PostPosted: Wed Apr 28, 2004 2:59 pm  Reply with quote

How did you create that animated gif? Is it a whole bunch of screens put together?
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PostPosted: Wed Apr 28, 2004 6:47 pm  Reply with quote

Who said anything about limbo? I was talking about naming, art and etc.
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PostPosted: Wed Apr 28, 2004 10:24 pm    Post subject: Yup Reply with quote

Of course I'm happy dammit (Not pissed). Tried experimenting with the code b4 I came across this forum. Failed. Hold on while I get my pen and paper.

BTW I searched the old forums and someone wrote something like V3RocketType=V3ROCKET,NEWROCKET1 and something like that? Seeing how u cracked the code means that post don't work.

So I'm assuming the only flaw izzat the missile landing looks idiotic right? An ok compromise to work with.
Come on, I appreciate any help I can get.

Thanks and out. BTW again for some reason your SWs work on stock (standard) Rules, Art and Sound INIs (MD); but they dun work on my modded files. Did I make a mistake on the install? But I checked...
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Psycho
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PostPosted: Thu Apr 29, 2004 7:25 am  Reply with quote


@wthigon


Psycho wrote:
Used snagit for screen capture and animation shop for making gif



@Rattuskid : Embarassed

@asyikarea51 :
1) RocketType issue : Well, if u add new rocket type, after launching it, it'll do a 360 degree turn and hit back u http://forums.cncguild.net/images/smiles/rofl2.gif
2) SW issue : the fake sw mainly works by mpmode files. u sure u added mpmode files entries ?

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Last edited by Psycho on Fri Apr 30, 2004 6:26 am; edited 1 time in total
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devin11590
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PostPosted: Thu Apr 29, 2004 1:29 pm  Reply with quote

well, i did make a kamikaze plane while showing my new-to-modding friend how to use tibed, it flew from the airpad and killed itself before getting over the top of it, and when i nailed the speed/weapon range ration down, it fell from its further away kill point and drifeted to the target rather nicely, ill have to get him to email the code to me.
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Psycho
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PostPosted: Fri Apr 30, 2004 6:32 am  Reply with quote


So u didnt wanted to share the suicide aircraft coding with community supposing it exclusive to your mod ? Razz now its all out and u all ppl who got suicide plane working will post the codes as this is no more secret Laughing

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devin11590
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PostPosted: Fri Apr 30, 2004 1:17 pm  Reply with quote

?
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