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Making a straight-fire projectile: Difference between revisions

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This tutorial will tell you how to make straight-fire cannon systems for use on tanks or any other ground based weapon system.
This tutorial will tell you how to make straight-fire cannon systems for use on tanks or any other ground based weapon system.


'''Required Resources:'''
===Required Resources===
*1 functioning copy of Rules(md).ini
*Notepad or other text editor.
*Functioning copy of {{ra2}} or {{yr}}


1 functioning copy of Rules(md).ini
===Getting Started===
First off in Rules(md).ini find the location of the {{tt|[Cannon]}} projectile. It looks much like this:


Notepad or other text editor.
; straight high-speed ballistic shot
[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


Functioning copy of Red Alert 2 or Yuri's Revenge
Now comment out, delete, or switch {{f|Arcing|true|link}} to {{f|Arcing|false|link}} and add {{f|ROT|1|link}}, {{f|Proximity|yes|link}}, {{f|Ranged|yes|link}},and {{f|Acceleration|50|link}}. Acceleration is the key part here to make this work as it will hamper the shell from behaving like a guided missle rather than direct-fire cannon. At {{f|Acceleration|40|link}} or higher the effect is so severely diminished that it virtually does not appear. Consecutively there is no apparent increase in projectile speed. For fun or precaution's sake, feel free to increase the Acceleration value as high as you want it.
 
'''Optional resources:'''
 
Whatever you want to add in addition to this.
 
'''Getting Started:'''
 
First off in Rules(md).ini find the location of the [Cannon] projectile. It looks much like this:
 
<pre>
; straight high-speed ballistic shot
[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
</pre>
 
Now comment out, delete, or switch Arcing=true to Arcing=false and add ROT=1, Proximity=yes, Ranged=yes,and Acceleration=50. Acceleration is the key part here to make this work as it will hamper the shell from behaving like a guided missle rather than direct-fire cannon. At Acceleration=40 or higher the effect is so severely diminished that it virtually does not appear. Consecutively there is no apparent increase in projectile speed. For fun or precaution's sake, feel free to increase the Acceleration value as high as you want it.


Once done the code should sorta look like this:
Once done the code should sorta look like this:


<pre>
; straight high-speed ballistic shot
; straight high-speed ballistic shot
[Cannon]
[Cannon]
Image=120MM
Image=120MM
;Arcing=true ;comment this out/delete/change or all is lost.
;Arcing=true ;comment this out/delete/change or all is lost.
ROT=1
ROT=1
Acceleration=50 ;this is most necessary. Can be higher if you want.
Acceleration=50 ;this is most necessary. Can be higher if ya want.
Proximity=yes
Proximity=yes
Ranged=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToElevation=yes
SubjectToWalls=yes
SubjectToWalls=yes
</pre>
   
   
Now then save your work, load up RA2 or YR and enjoy!
Now then save your work, load up RA2 or YR and enjoy!


'''Words of caution:'''
===Words of caution===
Due to the nature of the projectile many objects (mostly terrain) will stop the projectile at both certain angles and at certain distances as well. Also a weapon with this sort of projectile cannot shoot directly up cliffs.


Due to the nature of the projectile many objects (mostly terrain) will stop the projectile at both certain angles and at certain distances as well. Also a weapon with this sort of projectile cannot shoot directly up cliffs.
For bullet projectile (like sniper) '''do not use Ranged=yes'''. That will make it act like rocket and the projectile will many times miss its target, then fly & hit randomly around.


--[[User:SomeGuy|SomeGuy]] 03:49, 23 October 2006 (CEST)
[[Category:RA2/YR Tutorials]]

Latest revision as of 11:38, 22 October 2024

This tutorial will tell you how to make straight-fire cannon systems for use on tanks or any other ground based weapon system.

Required Resources

Getting Started

First off in Rules(md).ini find the location of the [Cannon] projectile. It looks much like this:

; straight high-speed ballistic shot
[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

Now comment out, delete, or switch Arcing=true to Arcing=false and add ROT=1, Proximity=yes, Ranged=yes,and Acceleration=50. Acceleration is the key part here to make this work as it will hamper the shell from behaving like a guided missle rather than direct-fire cannon. At Acceleration=40 or higher the effect is so severely diminished that it virtually does not appear. Consecutively there is no apparent increase in projectile speed. For fun or precaution's sake, feel free to increase the Acceleration value as high as you want it.

Once done the code should sorta look like this:

; straight high-speed ballistic shot
[Cannon]
Image=120MM
;Arcing=true ;comment this out/delete/change or all is lost.
ROT=1
Acceleration=50 ;this is most necessary. Can be higher if you want.
Proximity=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

Now then save your work, load up RA2 or YR and enjoy!

Words of caution

Due to the nature of the projectile many objects (mostly terrain) will stop the projectile at both certain angles and at certain distances as well. Also a weapon with this sort of projectile cannot shoot directly up cliffs.

For bullet projectile (like sniper) do not use Ranged=yes. That will make it act like rocket and the projectile will many times miss its target, then fly & hit randomly around.