Chrono Vortex Posted December 29, 2017 Share Posted December 29, 2017 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 3 Link to comment Share on other sites More sharing options...
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