ModerKenosis:
I'm authorized by LH_Mouse to spread this TEST vision of GearZero for bug reports.Before you start to try GZ,I hope you can read this "manual",as GZ doesn't have an official one.These instructions are collected from private talks.
Attention!Now GZ is only a test vision!If you find any bugs report to LH_mouse.The IE dialog will show you the address.If the bug is not causing IE,make an IE yourself.
GZ is not based on NP.Now some NP features are not done yet.Like SWs,GZ's SW system is still like the original game.
A GZ save cannot be loaded in other visions!
Most NPEXT features are still there.Check NPExt manual.If any feature doesn't work,just wait for LH_mouse's later vision.
With the gamemd I included a ini file,a map for test,and some bacic SHPs.Play the allied campaign to get to test field.This "mod" is not meant to be played.Ignore all imbalance.

THIS IS NOT A PLAYABLE MOD !!!
DON"T POST ANY REVIEWS!
DOWNLOAD IT AND USE THE GAMEMD,DELETE THE RULES IF YOU WISH TO.
BETTER SEE NPEXT MANUAL TO GET MORE TAGS

*****
[ProjectileType]

If a projectile without any of ROT,Inviso,Arcing,it will be considered the fourth kind of projectile-direct shot.Like in C&C Generals,you can make bullet effects.Shown in the conscripts.

*****
[WarheadType]
ECMAction=disable(the missile flys to MissileSafetyAltitude and explode)/deflect(adjust by ECMRadius,0 means killing the missile)/kill(the missile disappear,no explosion)/none
ECMEffect=[yes/no]
ECMDrawLaser=[yes/no]
ECMLaserColor=255,0,0
ECMCapability=(how many missiles,with ROT= I can affect)
CellSpread=(how big the ecm field is)
ECMRadius=(how far deflected missile will fly.Must have ECMAction=deflect)
ECMAnim=(ECMAction=deflect or kill,what anim to play when ECM hits the target)[Projectile]
ECMLevel=[int]ecmlevel is cauculated as Damage=
Only when Damage is bigger than ECMLevel,the missile will be affected by ECM

This is shown with chaos drone
*****
[WarheadType]
PermaMindControl=[yes/no]
MindControlSound=[sound]
OverridesNormalControl=[yes/no]
OverridesPermaControl=[yes/no]AOE is supported.Must not have MindControl=yes

shown with yuri prime
*****
[WarheadType]
IronCurtainEffect=[yes/no]
IronCurtainAccumulatablet=[yes/no]

*****
[TechnoType]
CloakSound=[Sound]
DeloakSound=[Sound]
the general DecloakSound is useless now
*****
[WarheadType]
EMEffect=[yes/no]
EMEffectAccumulatable=[yes/no] ;
[TechnoType]
EMPResistance=[default/hardened/weakened]

LH_mouse said the GZ emp is like Ares,so I copied these:
Primary effect: units will not respond to any commands. They will stop moving and will not attack anything.>/li>
Hovering units (such as the Robot Tank) will land.
Units display the animation specified by [General]-EMPulseSparkles=EMP_FX01. Note that the emp_fx01.shp file that comes with Red Alert 2 is in the Tiberian Sun palette and needs to be converted.
Voxel-based units are darkened (SHP-based units are not).
Buildings that can undeploy into vehicles (e.g. MCVs) still can, but the resulting vehicle will remain EMP'd until the effect wears off.
Aircraft will immediately crash.
Base defenses will not be able to fire their weapon.
Gap Generators will stop emitting radar gap.
Robot Control Centers will stop working.
Super weapon buildings will shut down and the super weapons themselves will stop charging, if they have [SuperWeapon]?IsPowered=yes set.
Radar buildings will stop providing radar.
Units that spawn other units will cease to do so. If the spawner unit has launched any aircraft then the aircraft will immediately crash.
Slave Miner slaves will stop working.
Units that are in their unloading state (such as ore harvesters depositing ore or Siege Choppers transforming) will only become EMP'd once they have finished unloading.
*****
[WeaponTypes]
1=CometFragment
2=TeslaFragment

for spawned weapons.
*****
Immunity logic is just like NP but you don't need [ImmunityTypes]
*****
[TechnoType]
TypeSelectionLink0-5
TypeSelectionLink0 overrides DeploysInto,TypeSelectionLink1 overrides UndeploysInto
*****
[WarheadType]
IsLocalShake like the tag can show.
*****
[WarheadType]
AffectsEnemies  default=yes
*****
AIIonCannonValue used on all techno types to determine the chance hit by NUKE SW
*****
[WarheadType]
BunkerPenetrationLevel BunkerProtectionLevel like NPExt
*****
Burst is enabled with particle weapons
*****
[ProjectileType]
ForceShrapnels=yes  shrapnel weapons appear even when hit the ground

Shown with kirov
*****
[ProjectileType]
PreExplosionAnim=NUKEANIM
TriggersGlobalBlastFlash=yes
BlastFlashRedCoefficient=8.5
BlastFlashGreenCoefficient=2
BlastFlashBlueCoefficient=3
BlastFlashAmbientCoefficient=1.5
BlastFlashDuration=400

Shown with yuri prime
*****
[ProjectileType]
AirburstRadius=(replaced useless'cluster=')
Airburst=yes
*****
CellSpread=   at most about 500,far enough to kill everything on a largest map.

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Post comment Comments  (0 - 10 of 12)
Guest
Guest Apr 19 2013, 8:38pm says:

This comment is currently awaiting admin approval, join now to view.

Krozalidd
Krozalidd Jun 7 2012, 5:48am says:

Updates?

+1 vote     reply to comment
-Lazy-Rush-
-Lazy-Rush- Aug 12 2011, 6:56am says:

飘过

+1 vote     reply to comment
agenttanya
agenttanya Aug 3 2011, 7:28am says:

Um,I hope there will be something to make a continuous laser

+1 vote     reply to comment
agenttanya
agenttanya Aug 3 2011, 7:24am says:

The thing is particle cannon's death weapon,isn't it?

+1 vote     reply to comment
GRGZS
GRGZS Jul 9 2011, 11:09pm says:

膜拜

+1 vote     reply to comment
BlueTIberium1
BlueTIberium1 Apr 25 2011, 8:36pm says:

路过。

+1 vote     reply to comment
GoldenDarkness
GoldenDarkness Apr 9 2011, 6:01am says:

分数不给力!

+1 vote     reply to comment
ModerKenosis
ModerKenosis Mar 17 2011, 9:17am says:

The Download is temporarily unauthorized.Don't worry.

0 votes     reply to comment
Gleeky
Gleeky Aug 26 2011, 9:52am replied:

GEF: Doesn't to be downloadable, it's unauthorized!

+1 vote     reply to comment
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Icon
C&C: Yuri's Revenge Icon
Platform
Windows
Developer
RedMod Studio
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Official Page
Bbs.ra2diy.com
Release Date
Released Mar 15, 2011
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Style
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Real Time Strategy
Theme
War
Players
Single Player
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