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BM-2 Dred launcher (upgraded from 2007 to 2024)
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Apr 30, 2024 3:13 pm    Post subject:  BM-2 Dred launcher (upgraded from 2007 to 2024) Reply with quote  Mark this post and the followings unread

The original voxel is from tds101 https://ppmforums.com/topic-13728/mobile-dred-launcher-ra2/

However it fell short of today's standards, mainly due to old normals and pixelization.

Mine isn't the most beautiful and detailed voxel ever, but it uses more details, modern shaders, and is smoother. And the missiles are in Soviet scheme to fit in better with the rest.

I also provide code which didn't exist before (some people still ask for that). The code is for Ares.

Promotional blurb:
Quote:

Comrades! Behold the mighty BM-2 truck dual long-range rocket launcher, a weapon of unparalleled power and precision in the hands of the Soviet army. With its ability to strike deep into enemy territory and unleash a devastating barrage of rockets, the BM-2 poses a grave threat to the forces of imperialism and oppression.

This formidable weapon is not only a symbol of Soviet military might but also a crucial tool in the fight against the capitalist pigs who seek to undermine the glorious socialist revolution. With the BM-2 at our disposal, we can strike fear into the hearts of our enemies and ensure the triumph of the proletariat over the forces of reaction and exploitation.

The geopolitical implications of the BM-2 are clear: it is a force to be reckoned with on the battlefield, capable of turning the tide of any conflict in our favor. Let the imperialists tremble at the sight of our rockets raining down upon their positions, for the BM-2 is a weapon of liberation and justice in the hands of the Soviet people.



You still have to fill in some gaps which I assume, such as listings:
Code:

[DREDT]
; Dread truck
UIName=NOSTR:Dread Launcher
Name=Dread Launcher    ;locked
Category=AFV
Prerequisite=NAWEAP,RADAR,TECH,NAREACTORFACTION ; To be changed for NAROCKETFACTION

Primary=DredTLauncher
ElitePrimary=DredTLauncherE

CanPassiveAquire=yes ; WILL try to pick up own targets
Spawns=DREDTMISL
SpawnsNumber=2
SpawnRegenRate=220
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=180
Armor=light
TechLevel=8
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=900
Soylent=900
Points=90
ROT=2

Crusher=yes
Crewed=yes ; Big giant missile on its head does not preclude survivor (per designer)
IsSelectableCombatant=yes
Explosion=manimFire,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush

MaxDebris=3


Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=4.0
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false   ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no ; Units default to yes, others default to no

AllowedToStartInMultiplayer=yes ;temporal

[DredTLauncher]
Damage=1
ROF=250
Range=16
Burst=2
MinimumRange=6
OmniFire=yes
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

[DredTLauncherE]
Damage=1
ROF=200
Range=18
Burst=2
MinimumRange=6
OmniFire=yes
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

[DREDTMISL]
Image=DREDTMISL
UIName=Name:V3ROCKET
Name=V3 Rocket
FireAngle=1
Strength=25
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=20
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=manimFire,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys   ; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes

Missile.Custom=yes

Missile.PauseFrames=5
Missile.TiltFrames=0
Missile.PitchInitial=0
Missile.PitchFinal=1
Missile.TurnRate=0.25
Missile.RaiseRate=0.1
Missile.Acceleration=3
Missile.Altitude=600
Missile.BodyLength=125
Missile.LazyCurve=no

Missile.TakeOffAnim=V3TAKOFF
Missile.TrailerAnim=V3TRAIL

Missile.Damage=125
Missile.EliteDamage=250
Missile.Warhead=TomahawkWH ;HowitzerWH
Missile.EliteWarhead=TomahawkWHE ;HowitzerWH

[TomahawkWH]
CellSpread=1
PercentAtMax=.55
Wall=yes
Wood=yes
Verses=100%,80%,50%,150%,135%,120%,70%,60%,50%,80%,100%
Conventional=yes
InfDeath=2
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
Rocker=yes

MinDebris=1
MaxDebris=1

IonCannon.Ripple=9

DecloakDamagedTargets=false  ; boolean

[TomahawkWHE]
CellSpread=1.25
PercentAtMax=.55
Wall=yes
Wood=yes
Verses=100%,80%,50%,150%,135%,120%,80%,60%,50%,80%,100%
Conventional=yes
InfDeath=2
AnimList=S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

MinDebris=1
MaxDebris=3
Rocker=yes
Bright=yes

IonCannon.Ripple=11


Note that unlike the dumb RA2 regular launcher units, this will engage enemies automatically within range.



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Last edited by NimoStar on Thu Jul 04, 2024 3:07 pm; edited 1 time in total

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Mz1
Civilian


Joined: 11 Jun 2024

PostPosted: Wed Jun 12, 2024 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok
but the code references spawning TOMALMIS, DredTLauncher which aren't listed above.

Also the art.ini code would be nice

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Jul 04, 2024 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

TOMALMIS was a mistake, was supossed to be the provided DREDTMISL

I have however fixed that, and added the code for DredTLauncher and DredTLauncherE weapons in the first post

as for art, it is nothing special

Code:

[DREDT]
CameoPCX=DREDTICON.pcx
AltCameoPCX=DREDTUICO.pcx
;AltCameo=V3UICO
Voxel=yes
Remapable=yes
PrimaryFireFLH=-160,30,75 ; launches from the back of the truck


Code:


[DREDTMISL]
SpawnDelay=2 ;1
Voxel=yes
Remapable=no
CanBeHidden=no

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