Adding A Kamikaze Airstrike To RA2/YR: Difference between revisions
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This is a fairly easy method of adding a suicide bomber aircraft and/or it's superweapon. ''Note: Requires RockPatch 1.06 or later.'' ''Note: All credit for the warhead, projectile and airplane goes to Renegade, while | This is a fairly easy method of adding a suicide bomber aircraft and/or it's superweapon. ''Note: Requires RockPatch 1.06 or later.'' ''Note: All credit for the warhead, projectile and airplane goes to Renegade, while Electro designed the superweapon code.'' | ||
=== The Missile Code: === | === The Missile Code: === | ||
Line 55: | Line 55: | ||
=== The Kamikaze Airplane: === | === The Kamikaze Airplane: === | ||
This is the kamikaze airplane code. It is placed (again) in {{Ini|rules}}. It has to be specified in [[AircraftTypes]]. You should also add the appropriate string into | This is the kamikaze airplane code. It is placed (again) in {{Ini|rules}}. It has to be specified in [[AircraftTypes]]. You should also add the appropriate string into [[Ra2md.csf]]. You may tailor it to your needs. | ||
<tt> | <tt> | ||
Line 138: | Line 138: | ||
</tt> | </tt> | ||
[[Category:Tutorials]] | ==Without RockPatch== | ||
Attempting to create a Kamikaze plane based on ''LimboLaunch=yes'' in RA2 will result in having the engine count the airplane as if it still existed, even when it has been limboed, thus a dot will be seen on the radar map on the location it detonated, although it is not really there. And ''Suicide=yes'' on an aircraft-fired weapon results in an [[IE]]. This is obviously not what you'd want. Thus: | |||
Create an airplane and give it a primary weapon with the following flags: | |||
rules.ini: | |||
<tt> | |||
Damage=1 | |||
Projectile=Invisible ;THIS IS IMPORTANT | |||
Anim=SUICIDE_ANIM ;A NEW ANIM. THIS IS VERY IMPORTANT! | |||
Range= ''This should be equal to the distance the plane travels while falling (when being shot). | |||
For those with Fighter=yes, it should be about 5, those with Fighter=no drop vertically.'' | |||
Warhead=NullWH ;any dummy warhead | |||
</tt> | |||
Then, give the plane a powerful ''Secondary='' or ''DeathWeapon=''. This should be the weapon you want the plane to hit your enemies with in in its suicide attack. | |||
Then, open art.ini and create an animation called ''SUICIDE_ANIM'' (or whatever the name of Anim of the weapon was). You can give it any animation you like. Give it a ''Damage='' at least equal to the ''Strength='' of the Kamikaze Plane. | |||
Now, once the plane gets in range of its target and fires, the firing animation the weapon sets off will cause damage to the airplane and destroy it. If the primary weapon's ''Range='' was set to the right distance, the plane will then crash into whatever was targetted. | |||
Note however, that this cannot be put on a superweapon in RA2, since the only plane spawned by a SW action is the Paradrop Plane, which doesn't really fire its weapon. | |||
This also works in TS. | |||
[[Category: RA2/YR Tutorials]] | |||
==With vanilla RA2 NO animation required== | |||
The simple DetonationAltitude=1 method: | |||
{{Ini|rules}} | |||
<tt> | |||
[HornetBomb] | |||
OmniFire=yes | |||
Projectile=SuicideP | |||
; Make sure I have Damage=x enough to kill myself. Default value is strong enough already | |||
[SuicideP] | |||
DetonationAltitude=1 | |||
Dropping=yes | |||
Image=none | |||
</tt> | |||
All this does is set the DetonationAltitude to an impossibly low number meaning that this projectile will explode whenever it's fired above that height | |||
This works so long as the unit caries a weapon / warhead combination powerful enough to kill itself. This is a universal technique that works on jumpjet, pad aircraft as well as spawned ones and is useful as spawned aircraft do not support firing animations. | |||
Very rarely this may fail due to extremely fast units with high speed. To fix this, increase the damage and add a cell spread value to the warhead |
Latest revision as of 19:33, 10 July 2021
This is a fairly easy method of adding a suicide bomber aircraft and/or it's superweapon. Note: Requires RockPatch 1.06 or later. Note: All credit for the warhead, projectile and airplane goes to Renegade, while Electro designed the superweapon code.
The Missile Code:
The missile code is placed in the rules(md).ini. Of course you may tailor it to your needs.
[MissileJump] Damage=40 ;Determines the amount of damage caused ROF=45 ;Determines the Rate Of Fire Range=6 ;Determines the range at which the plane will start diving into it's target Speed=80 ;Determines the speed of the diving plane Warhead=CruiseAP ;Determines which warhead will be used for the missile OmniFire=yes ;See OmniFire Projectile=SCDMISSILE1 ;Set's which projectile to use as the payload LimboLaunch=yes ;Here's the limbo launch trick
The Warhead Code:
The warhead code is also placed in the rules(md).ini. Of course you may tailor it to your needs.
[CruiseAP] CellSpread=1.3 ;Determines the radius of the warheads blast Wall=yes ;Determines if the warhead can destroy walls Wood=yes ;Determines if the warhead can damage terrain Verses=25%,25%,15%,75%,100%,100%,100%,95%,90%,100%,100% ;See Verses Conventional=yes ;See Conventional InfDeath=2 ;See InfDeath AnimList=MININUKE ;Determines anim played when warhead explodes ProneDamage=100% ;See ProneDamage MinDebris=1 ;See MinDebris MaxDebris=2 ;See MaxDebris
The Projectile Code:
The projectile code is also placed in the rules(md).ini. Of course you may tailor it to your needs.
[SCDMISSILE1] Image=FALC ;Determines the image of the projectile, currently set to Harrier's image AA=no ;Determines if the projectile can damage airborne units Arm=2 ;See Arm AG=yes ;See AG ROT=8 ;Rate Of Turn, requires to use Rotates Shadow=yes ;Determines should a shadow be drawn on the ground Proximity=no ;See Proximity Ranged=no ;See Ranged FirersPalette=yes ;This tag can only be used on SHP projectiles, so it's useless here SubjectToCliffs=no ;See SubjectToCliffs SubjectToElevation=no ;See SubjectToElevation SubjectToWalls=no ;See SubjectToWalls
The Kamikaze Airplane:
This is the kamikaze airplane code. It is placed (again) in rules(md).ini. It has to be specified in AircraftTypes. You should also add the appropriate string into Ra2md.csf. You may tailor it to your needs.
[CRUISEM] Image=FALC UIName=Name:CRUISEM Name=Kamikaze Airplane Primary=MissileJump ;Weapon to use when it kamikazes into it's target DeathWeapon=HornetCollision ;Alternate weapon when it gets shot down CanPassiveAquire=no CanRetaliate=no Strength=120 Category=AirLift Armor=light TechLevel=-1 Sight=0 RadarInvisible=no Landable=yes MoveToShroud=yes PipScale=Ammo Speed=16 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1000 Points=20 ROT=3 Ammo=1 Crewed=no ConsideredAircraft=yes AirportBound=no GuardRange=1 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 IsSelectableCombatant=no VoiceSelect=ChaosDroneSelect VoiceAttack=ChaosDroneAttackCommand VoiceMove=ChaosDroneMove VoiceFeedback= VoiceCrashing=ChaosDroneDie DieSound= MoveSound=IntruderMoveLoop CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=20 DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=IntruderTakeOff AuxSound2=IntruderLanding Fighter=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ImmuneToRadiation=yes PreventAttackMove=yes Trainable=no Spawned=yes
Superweapon Code:
The superweapon code is (again) placed in the rules(md).ini. You must list the superweapon in SuperWeaponTypes. I don't recommend editing anything here but: RechargeTime, IsPowered, Spyplane, SpyplaneNums, ShowTimer, SidebarImage and EvaReady. You must add a different action. See Adding Custom Actions for help.
[AirstrikeSpecial] UIName=Name:KAZI Name=Kamikaze Airstrike IsPowered=false ;Defines whether this superweapon requires base power to be online RechargeTime=4 ;Time until it charges up Type=SpyPlane ;SpyPlane is the type for SpyPlane clones or Airstrikes Action=Kazi ;check out the Adding custom Actions page to find out more about this SidebarImage=KAZICON ;Cameo in the sidebar ShowTimer=no ;Should everyone be allowed to see the timer DisableableFromShell=no ;Defines can this superweapon be disabled by turning off superweapons FlashSidebarTabFrames=120 ;See FlashSidebarTabFrames AITargetingType=1 ;Defines where will the AI use this superweapon. See AI Targeting for info SpyPlane=CRUISEM ;Sets which plane will be used for the airstrike SpyPlanesNum=3 ;The number of planes which will kamikaze IsAirstrike=yes ;Defines is this an airstrike or spyplane EvaReady=EVA_AirstrikeReady ;The sound which is played when it's fully charged up
Without RockPatch
Attempting to create a Kamikaze plane based on LimboLaunch=yes in RA2 will result in having the engine count the airplane as if it still existed, even when it has been limboed, thus a dot will be seen on the radar map on the location it detonated, although it is not really there. And Suicide=yes on an aircraft-fired weapon results in an IE. This is obviously not what you'd want. Thus:
Create an airplane and give it a primary weapon with the following flags:
rules.ini:
Damage=1 Projectile=Invisible ;THIS IS IMPORTANT Anim=SUICIDE_ANIM ;A NEW ANIM. THIS IS VERY IMPORTANT! Range= This should be equal to the distance the plane travels while falling (when being shot).
For those with Fighter=yes, it should be about 5, those with Fighter=no drop vertically.
Warhead=NullWH ;any dummy warhead
Then, give the plane a powerful Secondary= or DeathWeapon=. This should be the weapon you want the plane to hit your enemies with in in its suicide attack.
Then, open art.ini and create an animation called SUICIDE_ANIM (or whatever the name of Anim of the weapon was). You can give it any animation you like. Give it a Damage= at least equal to the Strength= of the Kamikaze Plane.
Now, once the plane gets in range of its target and fires, the firing animation the weapon sets off will cause damage to the airplane and destroy it. If the primary weapon's Range= was set to the right distance, the plane will then crash into whatever was targetted.
Note however, that this cannot be put on a superweapon in RA2, since the only plane spawned by a SW action is the Paradrop Plane, which doesn't really fire its weapon.
This also works in TS.
With vanilla RA2 NO animation required
The simple DetonationAltitude=1 method:
[HornetBomb] OmniFire=yes Projectile=SuicideP ; Make sure I have Damage=x enough to kill myself. Default value is strong enough already
[SuicideP] DetonationAltitude=1 Dropping=yes Image=none
All this does is set the DetonationAltitude to an impossibly low number meaning that this projectile will explode whenever it's fired above that height
This works so long as the unit caries a weapon / warhead combination powerful enough to kill itself. This is a universal technique that works on jumpjet, pad aircraft as well as spawned ones and is useful as spawned aircraft do not support firing animations.
Very rarely this may fail due to extremely fast units with high speed. To fix this, increase the damage and add a cell spread value to the warhead