Posted: Sat Aug 15, 2020 2:25 pm Post subject:
Editing with INI - rules / Giving a unit a third weapon
Guys, I know that you will not change the engine of a 22 years old game. Yet Imma tell you now my wish though.
It's about the Mammoth Tank. The GDI one. I like to give him a third, tertiary weapon. I like the imaginition havin it the 120mm cannons, the rocket launchers at the sides and a third, a tertiary weapon, a Vulcan - machine gun to be exactly integrated in the camera on the top of the turret. I know/ understand how INI - rules work and I already have tried a lot of things with it. F. e. I've added a new line named ";Tertiary - Tertiary weapon of the unit (def=none)" and added it as well in the unit description. Then, after that didn't work I've added after "MammothTusk" just after a comma the "Vulcan" so that it looks like that: Secondary=MammothTusk,Vulcan yet the game crashes after building this version of the Mammoth tank. People told me there's no engine that this could work that any unit can have a third weapon, but I tell you my wish though in hope it could be heard. Peace! QUICK_EDIT
Well, YR can kinda have a third weapon, though it'd be part of a cycle: weapon1 fires first, then weapon2, then weapon3, etc. until we restart at weapon1. Gattling logic in a nutshell.
(I haven't tested this yet, but I think looking at how the RA2 Prism Tank does it's thing with the first weapon firing, then reloading while "charging up" its turret could work too)
Using Ares DLL we make tertiary weapons by having a passenger inside a tank; this passenger is more of "I'm just in here to fire my weapon" dude than anything. A dummy of sorts.
This uses Battle Fortress' OpenTopped logic combined with Ares' "InitialPayload" logic (to prevent the infantry from exiting there's the NoManualUnload=yes tag).
But this is DTA, running the TS engine. Maybe this'll push the dev team to upgrade the engine to YR's&Ares' or to OpenRA's? QUICK_EDIT
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