McPwny Posted February 12, 2020 Share Posted February 12, 2020 (edited) some time ago i saw a weapon in a mod map that spawns a cloud above the target and hits it with lightning, like a storm weapon. i thought this was a cool concept, but it looks stupid, and has a lot of down sides because it uses airburst logic: like being unable to shoot aircraft, being unable to use combat lighting, and being unable to have shrapnel weapons. so i made a better lightning gun of my own design, and i would like to share the code for anyone looking to make some sweet mod maps: [LightningGun2] Damage=75 ROF=80 Range=9 Projectile=LightningGun2Projectile Speed=40 Warhead=LightningGun2WH Report=WeatherStrike Bright=yes MinimumRange=3 [LightningGun2WH] Wall=yes Wood=yes CellSpread=2.0 PercentAtMax=.5 Verses=90%,85%,80%,85%,85%,75%,85%,80%,65%,100%,100% Conventional=no Rocker=yes InfDeath=5 AnimList=EXPLOLB ;KTSTLEXP Tiberium=yes Bright=yes CombatLightSize=300% Particle=LightningGun2Sys PenetratesBunker=yes [LightningGun2Projectile] Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no AA=yes AG=yes ShrapnelWeapon=TeslaFragment ShrapnelCount=5 [LightningGun2Part] Deacc=.05 Image=WCLBOLT1 MaxEC=3 Velocity=1220 EndStateAI=3 WindEffect=4 BehavesLike=Smoke Translucency=0 StateAIAdvance=4 DeleteOnStateLimit=yes [LightningGun2Sys] Spawns=yes Slowdown=.03 HoldsWhat=LightningGun2Part BehavesLike=Smoke ParticleCap=7 SpawnCutoff=16 SpawnFrames=15.5 SpawnRadius=1 SpawnTranslucencyCutoff=12.5 ; and dont forget these bits: [Particles] 23=LightningGun2Part [ParticleSystems] 14=LightningGun2Sys it really does look better ingame, the gif maker had a hard time recording the quick flashes of lightning EDIT: i made a map-mod compatible tank to go with it; it has a sort of "battery" logic where it stores up and depletes an energy bar [SUVW] Image=DSHP UIName=Name:GAWEAT Name=storm tank Prerequisite=GAWEAP Strength=300 Category=AFV Armor=heavy TechLevel=5 Sight=8 Speed=5 CrateGoodie=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=500 Soylent=500 Points=25 ROT=5 Crusher=yes Explosion=KTSTLEXP VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand ThreatPosed=20 DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToRadiation=yes ImmuneToPsionics=yes Size=13 Insignificant=no Trainable=yes SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer PipScale=Ammo Passengers=0 DefaultToGuardArea=yes GuardRange=12 OpportunityFire=yes DistributedFire=yes Reload=60 EmptyReload=180 ReloadIncrement=30 PipWrap=6 InitialAmmo=6 Ammo=18 Primary=LightningGun3 [LightningGun3] Damage=50 ROF=10 Range=12 Projectile=LightningGun2Projectile Speed=40 Warhead=LightningGun2WH Report=WeatherStrike Bright=yes MinimumRange=3 OmniFire=yes Edited February 14, 2020 by McPwny 2 1 Link to comment Share on other sites More sharing options...
lhtkick Posted February 13, 2020 Share Posted February 13, 2020 good job cool! Link to comment Share on other sites More sharing options...
YosefAnan Posted February 15, 2020 Share Posted February 15, 2020 That is Awesome! Can you make like the France cannon bullet with lightning around the sphere of the bullet and when it hit the unit or ground make the same animation of that weapon! Link to comment Share on other sites More sharing options...
lhtkick Posted February 16, 2020 Share Posted February 16, 2020 u forgot ShrapnelWeapon=TeslaFragment code ? where is [TeslaFragment] ? Link to comment Share on other sites More sharing options...
McPwny Posted February 16, 2020 Author Share Posted February 16, 2020 (edited) [TeslaFragment] is already in the game, its used on shock trooper's elite weapon. to answer both your questions Yosef, the only way to attach an animation to a projectile like that is through art.ini, which i cant port to map files. just like the 'making enemies into zombies' thing. it could be done through genetic mutator logic if i could edit art.ini. the only thing you can do with JUST rules.ini is give warheads "Infdeath=9" and they will turn into brutes (or whatever AnimToInfantry= is) while i am posting, i made another mod-map compatible lightning unit: an artillery that deploys into a defense that sends out aircraft to attack with a storm weapon. [Particles] 24=HugeSpark 25=CloudParticle [ParticleSystems] 15=HugeSparkSys 16=CloudParticleSys [XCOMET] EliteSecondary=STORMAIRBURST [AircraftTypes] 13=STORMRIDER [AMBU];these two are the unit that deploys and calls the storm planes UIName=STT:EMPTY Image=LPST Name=Storm hub (mobile) Prerequisite=GAWEAP Strength=500 Category=AFV Armor=light DeployTime=.022 TechLevel=5 Sight=8 Speed=6 CrateGoodie=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=2500 Soylent=2500 Points=25 ROT=5 Crusher=yes Turret=no IsSelectableCombatant=yes Explosion=EXPLOLB VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ImmuneToRadiation=no ImmuneToPsionics=yes Size=6 ;4 ride for the price of one Insignificant=no Trainable=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF PipScale=none Spawns=STORMRIDER SpawnsNumber=1 SpawnRegenRate=1200 SpawnReloadRate=200 Primary=DefuseKit Secondary=HornetLauncher IsSimpleDeployer=yes UnloadingClass=FTRK DeployFire=yes DeployingAnim=none OpenTransportWeapon=1 SelfHealing=yes [FTRK];these two are the unit that deploys and calls the storm planes UIName=STT:EMPTY Image=SONIC Name=Storm hub (mobile) Prerequisite=GAWEAP Strength=500 Category=AFV Armor=light DeployTime=.022 TechLevel=-1 Sight=8 Speed=6 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=2500 Soylent=2500 Points=25 ROT=5 Crusher=yes Turret=no IsSelectableCombatant=yes Explosion=EXPLOLB VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ImmuneToRadiation=no ImmuneToPsionics=yes Size=6 Insignificant=no Trainable=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Spawns=STORMRIDER SpawnsNumber=1 SpawnRegenRate=1200 SpawnReloadRate=200 Primary=DefuseKit Secondary=HornetLauncher IsSimpleDeployer=yes UnloadingClass=AMBU DeployFire=yes OpenTransportWeapon=1 SelfHealing=yes [STORMRIDER];this is the storm plane itself Image=ASW UIName=STT:EMPTY Name=stormrider Secondary=ASWCollision Strength=75 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=2 RadarInvisible=no Landable=yes MoveToShroud=yes PipScale=Ammo Speed=16 PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=500 Points=20 ROT=3 Ammo=1 Crewed=no GuardRange=30 Explosion=KTSTLEXP MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=OspreyDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MovementRestrictedTo=Clear ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=IntruderTakeOff AuxSound2=IntruderLanding ImmuneToPsionics=yes ImmuneToRadiation=yes VeteranAbilities=STRONGER,FIREPOWER EliteAbilities=STRONGER,FIREPOWER,SELF_HEAL,FASTER Primary=STORMBOMBERGUN ElitePrimary=STORMBOMBERGUNE [STORMBOMBERGUN] Damage=10 ROF=10 Range=5 Projectile=STORMPROJECTILE Speed=70 Warhead=STORMCLOUDMAKERWH Report=WeatherStrike Burst=1;2 [STORMBOMBERGUNE] Damage=10 ROF=10 Range=7 Projectile=STORMPROJECTILE Speed=70 Warhead=STORMCLOUDMAKERWH Report=WeatherStrike Burst=2 [STORMPROJECTILE] Arm=2 Shadow=no Ranged=yes AA=no AG=yes Image=none ROT=100 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Airburst=yes AirburstWeapon=STORMAIRBURST [STORMCLOUDMAKERWH] CellSpread=.3 PercentAtMax=.5 Verses=5%,5%,5%,5%,5%,5%,5%,5%,5%,5%,5% InfDeath=5 AnimList=none Particle=CloudParticleSys [STORMBOMBERWH];this is the warhead that is actually used for damage Wall=yes Wood=yes CellSpread=1.0 PercentAtMax=.5 Verses=70%,70%,70%,80%,80%,75%,13%,13%,13%,100%,100% Conventional=no Rocker=yes InfDeath=5 AnimList=WCLBOLT1 Tiberium=no Particle=HugeSparkSys PenetratesBunker=yes [STORMAIRBURST];this is the gun that is actually used for damage ROF=40 Range=3 Speed=30 Damage=90 Report=none;GuardianGIDeployedAttack Warhead=STORMBOMBERWH Projectile=InvisibleHigh [HugeSparkSys] HoldsWhat=HugeSpark BehavesLike=Spark ParticleCap=5 SparkSpawnFrames=25 LightSize=50 OneFrameLight=true SpawnSparkPercentage=.1 [HugeSpark] BehavesLike=Spark MaxEC=1500 XVelocity=30 YVelocity=30 MinZVelocity=80 ZVelocityRange=40 ColorList=(255,255,255),(100,100,255),(100,255,100),(255,100,100) ColorSpeed=.13 [CloudParticle] Image=WCCLOUD3 MaxEC=120 Translucency=50 Velocity=1.0 Deacc=.15 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=60 StateAIAdvance=1 [CloudParticleSys] HoldsWhat=CloudParticle Spawns=yes SpawnFrames=1 SpawnRadius=500 Slowdown=.0085 ParticleCap=8;gs8 SpawnCutoff=1.1 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Edited February 16, 2020 by McPwny balance on the damage 3 Link to comment Share on other sites More sharing options...
YosefAnan Posted March 2, 2020 Share Posted March 2, 2020 Oh Man you make a kool stuff! I know dude, I have it (Cannon pollitt) in Jmil mode I know how to edit what in the code but I can't make a new weapon from nothing. I hope if I know how to coding new things. By the way what is the code of game source name? in web there are css html asp php etc.. in game of ra2 what is the code name? I was Asked you about Zombie code did you see my question? I hope cncnet team add new unit of zombie to use it in our maps, also if there is schedule about all new unit on the cncnet server so we can use the name of or code of them in our map and if there are other unit not there add thim. I have many ideas but don't have the tools and time. the big holiday are coming soon to make new maps. Link to comment Share on other sites More sharing options...
McPwny Posted March 2, 2020 Author Share Posted March 2, 2020 i dont know what the source code is, i just make maps you can make this happen by adding this: [Battering] InfDeath=9 and you can even change the infantry it spawns by changing [General] AnimToInfantry=BRUTE but it will always show the genetic mutator animation without being able to change artmd.ini in maps it would be nice if the cncnet devs did things to make their client more mod friendly, or even more user friendly (why in the hell can users not delete map files they have been shared??), but im pretty sure no one is in charge of the cncnet client anymore 3 Link to comment Share on other sites More sharing options...
YosefAnan Posted March 2, 2020 Share Posted March 2, 2020 (edited) lol harry make that for me but we have problem, it make the converted units civilians so I can't shoot him.https://www.youtube.com/watch?v=cXCA2TCQ1Yg&t=10s that because the unit are civilian he help me with new models of zombies but not works well as it should be. here you are all the files:RA2 YR Zombie mode.rar Edited March 2, 2020 by YosefAnan Link to comment Share on other sites More sharing options...
nonName Posted March 2, 2020 Share Posted March 2, 2020 5 hours ago, McPwny said: i dont know what the source code is, i just make maps you can make this happen by adding this: [Battering] InfDeath=9 and you can even change the infantry it spawns by changing [General] AnimToInfantry=BRUTE but it will always show the genetic mutator animation without being able to change artmd.ini in maps it would be nice if the cncnet devs did things to make their client more mod friendly, or even more user friendly (why in the hell can users not delete map files they have been shared??), but im pretty sure no one is in charge of the cncnet client anymore Yo that looks pretty dope lol Link to comment Share on other sites More sharing options...
Bobble Posted April 2, 2020 Share Posted April 2, 2020 These lightning guns are visually nice and definitely different. But, heavy use of particle systems often cause unstable games online leading to recon errors when you build many units e.g. RedZone and Rekool and survival maps where people spam hundreds of units. But great work. Regarding zombies use[MUMY] or add Image=MUMY to infantry type for the visual, InfDeath=9 on the warhead to mutate infantry killed into a MUMY, AnimToInfantry=MUMY so InfDeath=9 spawns the MUMY *IF* it kills an infantry unit, and the magic missing bit to create spawns from nothing... AnimList=GENDEATH on a warhead to make on every warhead detonation, or DebrisAnims=GENDEATH,... and/or Explosion=GENDEATH,... to create a new spawn from a debris or explosion e.g. from a killed tank (be careful near buildings as spawns can happen on a occupied tile and hence get stuck on the last animation frame, until the tile is freed by destroying the building, leading to game instability as it is apparently a known cause of memory leak). I used this in a "heroes" map I am making (each country gets BuildLimit=-1 hero unit so they can only ever make 1 of that hero during the game) to make a MUMY super infantry which spawns clones ([CIV1].Image=MUMY, they in turn can infect others using InfDeath=9) when it kills vehicles too, not just infantry. To change the ownership, you must kill the created spawn so it respawns as your own troop (I like to leave some neutral so they attack all players because zombie apocalypse has no rules). Best way to do this is Warhead.CellSpread with Warhead.Verses=500%,500%,500%,0%,0%,0%,0%,0%,0%,500%,500% so that you can use a low damage (only ~140 is needed to kill most infantry even when elite) to kill INFANTRY only (else too OP) and still create a spawn and other random debris/anims too (anims list is tiered so least damage anims are played first). To do this with one weapon needs Gatling logic, Weapon1 creates the NEUTRAL spawns and Weapon2 converts the spawns (kills them so they respawn as your troops, but happens fast and looks like one anim), or airburst logic where again the first weapon creates the second converts (unless you don't mind creating them from a long range because neutral spawns will attack your enemy too, so can even avoid recreating if in multi-player if weapon has long range). Lastly, you can also use the VIRUSD animation to create spawns using InfDeath=8, which I believe can be something different i.e. not MUMY/CIV1 in my case, but e.g. [CIV2], which I plane to make a slightly different mummy (CIV1 will be slow but strong, CIV2 will be fast but weak), but I've not got that far as I just started replaying this game recently and modding during spare time while corona isolation is in effect in my country, so if anyone knows the answer to using InfDeath=8 let me know. Thanks all. Link to comment Share on other sites More sharing options...
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