Wielding strange new technologies and hungering for revenge, the Soviet Army invades America. Overwhelmed Allied forces, unprepared for the surprise attack, are decimated. Will freedom be crushed under the heels of Communist aggression? Red Alert 2 is another Real Time Strategy from Westwood the makers of the brilliant Command and Conquer series. This is one of the few RTS that really was modded heavily, and not just limited to new maps and or player models.

Post tutorial Report RSS Deployable Bombscripts

Note: This conscript is the same as the normal conscript in any way except in dying and deploying.

Posted by on - Intermediate Management

[page=Tutorial]

First, you should copy the conscript, find [E2], this is the conscript, now copy it and paste it anywhere in the rules.ini change the name like from [E2] to [E3]. Then you should make a new weapon.

The weapon, you can use the ivanwh for your warhead and invisiblelow for the projectile, and you should make it omnifire so the consript doesn't have to turn to the target before exploding, give it a damage tag, maybe 200, give it a speed and rof tag, maybe 100 for each, give an areafire tag or it will not work.

Now this is the important part, you must put Suicide=yes so the conscript shall die when he fires. Then you must give him a range, set the range to 255, this is the maximum range, I don't know if -2 works or not. The big range is for the weapon to fire, the conscript wants to fire at the enemy's unit and he explodes. The weapon will look like this in coding:

[Bomber]
Damage=200
Suicide=yes
OmniFire=yes
AreaFire=yes
ROF=100
Speed=100
Warhead=IvanWH
Projectile=InvisibleLow
Range=255

Then you should give the new conscript a deployer to fire the second weapon put Deployer=yes and DeployFire=yes into the new conscript. Now we must give the conscript the new weapon, put Secondary=Bomber(the new weapon's name) Then you must put DeathWeapon=Bomber(The new weapon's name) and Explodes=yes into the new conscript or else it will not work. In the end it will look something like this:

[E3]
UIName=Name:E2
Name=ConscriptClone
Image=CONS
Category=Soldier
Primary=M1Carbine
Occupier=yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=125
Armor=flak
TechLevel=1
Pip=white
Sight=5
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=200
Soylent=20
Points=5
IsSelectableCombatant=yes
VoiceSelect=ConscriptSelect
VoiceMove=ConscriptMove
VoiceAttack=ConscriptAttackCommand
VoiceFeedback=ConscriptFear
VoiceSpecialAttack=ConscriptMove
DieSound=ConscriptDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=5 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=M1CarbineE
IFVMode=2
Deployer=yes
DeployFire=yes
Secondary=Bomber
Explodes=yes
DeathWeapon=Bomber

In the art.ini you must go to the [consequence] and put the tags Deploy=164,6,6(firing frames) and DeployedFire=134,15,0(death frames) under it.
In the end it will look some sort like this:

[ConSequence]
Ready=0,1,1
Guard=0,1,1
Prone=86,1,6
Walk=8,6,6
FireUp=164,6,6
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=212,6,6
Idle1=56,15,0,W
Idle2=71,14,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
;Cheer=56,15,0,W
Cheer=293,8,0,E
Paradrop=292,1,0
Panic=8,6,6
Deploy=164,6,6
DeployedFire=134,15,0

Then ingame, when you deploy him, he will explode, doing damage to the surrounding units.

Some known bugs: Sometimes when you let him deploy but he will not explode, he will get stuck firing on the ground.

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