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Lightning Gun


McPwny
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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

posted image

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

posted image

Edited by McPwny
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[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
posted image

Edited by McPwny
balance on the damage
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  • 3 weeks later...

 

Oh Man you make a kool stuff!

I know dude, I have it (Cannon pollitt) in Jmil mode :D 
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.

 

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i dont know what the source code is, i just make maps

posted image
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

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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 by YosefAnan
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5 hours ago, McPwny said:

i dont know what the source code is, i just make maps

posted image
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

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  • 1 month later...

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. 

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