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Parabomb Strikes from Airports


Chrono Vortex

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Parabombs.gif.0b6a7741f70aa45f189578296c2bdf4e.gif

This tutorial shows how to replace the standard paradrop superweapon you get when you capture an airport with parabombs, in case you want something a little more deadly than plain ol' infantry for airports in your map.

Everything is based on this tutorial from Project Perfect Mod. If you want an in-depth exploration into the nature of parabombs, have a look at it. I also made another tutorial very similar to this one which shows how to call parabomb strikes with triggers, which can be found here.

The first thing you'll need to do is open your map in Wordpad or Notepad++ and paste in all of the following code:

[General]
AmerParaDropInf=PBOMB
AmerParaDropNum=4
ParachuteMaxFallRate=-20

[CAAIRP]
SuperWeapon=AmericanParaDropSpecial

[AMRADR]
SuperWeapon=ParaDropSpecial

[AmericanParaDropSpecial]
UIName=Name:Bombing
ShowTimer=yes
RechargeTime=5
SidebarImage=BPLNICON

[ParaDropSpecial]
UIName=Name:APara
SidebarImage=APARICON

[PDPLANE]
Image=FORTRESS
Speed=30
MoveSound=IntruderMoveLoop

[NapalmWH]
CellSpread=4
PercentAtMax=.6
Wood=yes
Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100%
InfDeath=4
Sparky=no
Fire=no
ProneDamage=600%

[KillMe]
Projectile=InvisibleAll
Damage=80
Warhead=NapalmWH
Anim=TWLT100I
Range=255
ROF=15
Suicide=yes
FireInTransport=no

[Parabomb]
ROF=15
Damage=80
Range=255
Projectile=DropP
Speed=100
Warhead=NapalmWH
OmniFire=yes
Suicide=yes
RevealOnFire=no
Anim=TWLT100I

[DropP]
Inviso=yes
Image=none
AA=no
AG=yes
AN=yes
AS=yes

[PBOMB]
UIName=Name:CAMISC02
Name=Parabomb
Image=CTMISC02 ;for temperate maps, CAMISC02 for snow maps, CUMISC02 for urban maps
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes
CanRetaliate=yes
Crushable=no
Insignificant=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=255
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=500
Armor=special_2
TechLevel=-1
Sight=8
Speed=0
DeathAnims=TWLT100I
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes
Selectable=no
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=ExplosionCrazyIvan
TypeImmune=yes

[Warheads]
XXX=NapalmWH ;Replace "XXX" with a number above 105 (the first 105 entries under [Warheads] are already in use).

[InfantryTypes]
XX=PBOMB ;Replace "XX" with a number above 65 (the first 65 entries under [InfantryTypes] are already in use).

Before you do anything else, be sure to change the "Image" under [PBOMB] to whatever is appropriate for your map, and add the entry numbers under [Warheads] and [InfantryTypes].

From here, there's a number of things you can do to customize the parabombs for your map:

  • Change "AmerParaDropNum" under [General] to the number of parabombs you want dropped
  • Change "RechargeTime" under [AmericanParaDropSpecial] to however long you want the parabombs to charge before available
  • Change "Speed" under [PDPLANE] to however fast you want the cargo plane which drops the parabombs to fly
  • Change "Damage" under [KillMe] AND [Parabomb] to however much damage you want the parabombs to deal

If you know what you're doing, you can change up exactly how the parabombs explode by messing with the INI for [KillMe] and [Parabomb]. For example, this code will make the parabombs explode more like a demolition truck:

[Parabomb]
ROF=15
Anim=DEMTEXP
Range=255
Speed=100
Damage=300
Report=DemoTruckDie
Suicide=yes
Warhead=DemobombWH
OmniFire=yes
RadLevel=100
Projectile=DropP
RevealOnFire=no

[KillMe]
ROF=15
Range=255
Damage=300
Report=DemoTruckDie
Suicide=yes
Warhead=DemobombWH
RadLevel=100
Projectile=InvisibleAll
FireInTransport=no

If you want to figure out how to make the parabombs do something which isn't described here, ModEnc is a great resource. It has pretty much everything you'd ever want to know about INI for RA2.

If you want some examples of this in practice, these are a couple of my maps which use parabombs:

Knossos, Crete

Monster Truck

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