List of Red Alert 3 unit abilities to consider

Bug #895342 reported by Teleros
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This bug affects 1 person
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Ares
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Bug Description

Had some free time, so thought I'd go through the list of Red Alert 3 units and try to find abilities that you could use with the much more limited unit control of RA2.

Spy: AOE permanent mind control (bribe). Unless deploying and using the Psychic Dominator warhead would work?
Guardian Tank: Laser designator increases all damage the target takes.
Athena Cannon: Creates a local shield around itself that decreases in radius with damage taken.
Mirage Tank: Can act as a mobile stealth generator. Not sure how safe this logic is to use, given the discussion over mobile gap generators.
Cryo Copter: Coding the shrink ray in a world of SHPs will be... well difficult I can imagine. However, I'd love to see the cryobeam available in RA2.
Hydrofoil: Weapon disabling beam.

Terror Drone: Movement-freezing ray.
Bullfrog: Catapult passengers long distances, automatically deploy parachutes.
Hammer: Beam that reduces damage taken by firing tank whilst engaging an enemy. The weapon-theft system I can only imagine being a royal pain in the arse to code.

Shapeshifting Japanese Vehicles: Most of these are covered by an existing feature request on turning units from one type into another. Siege Chopper code may also make this possible anyway.
Sudden Transport: Can disguise itself as enemy vehicles. Turrets will be the main issue here, from what I remember reading about the original Mirage Tank.

Cryo Legionnaire: Ability to jump down on frozen enemies to shatter them. Can see this being a pain to code, although Parasite logic is the best place to start probably if you want to do it.
Future Tank X-1: Lasers than sweep the target area rather than simply firing.
Harbinger Gunship: I'm not aware of any logic in RA2 that lets aircraft loop around a target continually in the manner of the Harbinger.

Of that list, my personal favourites would be the cryobeam and Harbinger Gunship, but I've listed them all here for easy reference.

Revision history for this message
Bug Importer (bug-importer) wrote :

Nice
I never played RA3, but I try to comment:

- Spy: "AOE permanent mind control", you mean like TS Hijacker? That can be done with dog logic and pernament mind control tag(exist in Ares).

- Athena Cannon: this is cool, but there is a isse. To create a local shield around itself, we need a transparent animation, and that is very laggy

- Mirage Tank: I like this as long as it dont work on buildings becuse 1) overpowered 2)super lagg

- Hydrofoil: Useless imo, we have EMP.

- Bullfrog: I have seen this on youtube, and I got three words for it: I LOVE IT

- Hammer: Cool

- Sudden Transport: I like this. In YR vehicles can only disguise to trees. Not other vehicles like C&C Generals. It would be cool if it got fixed.

Revision history for this message
Teleros (teleros) wrote :

AS - no the RA3 Spy works like so: you click it's special ability button, click the target unit / point, and it takes over all units within the radius of the target for a few thousand credits. For RA2 you could use a normal ranged weapon or a deploying weapon.

Athena Cannon - also might be an issue if it can move and use this ability. Might be useful in a non-vehicle / unit role (Allied wannabe-Iron Curtain?).

Mirage Tank - what do you mean? I'd've thought the lag issue would be worse if you had a genuinely mobile stealth generator (ie no "deploy to stealth generator building" stuff).

Hydrofoil - good point, if we can get EMP "beams" like that then this one is already taken care of.

Bullfrog - :D

I guess I also should've explained a few other things as well:

1. The Cryobeam is like an EMP. You fire it at something, and after a while (determined by size / health / whatever of the target) the target is frozen solid, and goes all blue. When you stop firing, after a few seconds it returns to normal. Blue animation could be stolen from the Forcefield or Iron Curtain (as they both colour SHPs and voxels).

2. The Hammer tank, after firing for long enough, steals a weapon from the enemy tank permanently. Ie fire it at an IFV and it'll eventually steal the missile launcher from it.

3. The Harbinger Gunship doesn't actually land: when built it goes up into the air and stays there, looping around the airfield it was built at. Flight is like normal aircraft, but when attacking it loops around targets as well.

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Teleros (teleros) wrote :
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Had some more thoughts on how to implement these. Most of it can probably fall under Warhead or Weapon code I suspect...

Spy AOE Mind Control
[SpyWeapon] ;Can deploy to fire.
Convert= yes/no ;Basically some line that would work with AOE weapons and cause affected units to change sides but still be vulnerable to future mind controls / spy bribes / etc. Would fall under Weapon / Warhead code.

Guardian Tank
[LaserDesignatorWeapon]
Damage=25
Designator = yes/no ;If yes will use Damage= as % modifier to damage done by anyone attacking the target.

Athena Cannon
[AthenaShieldWeapon] ;Can deploy to fire.
Damage=500 ;Damage absorbed. Armour types ignored as it is a shield.
ROF=120 ;Cooldown
Area.Shield= yes/no ;Is this weapon an Area Shield?
Area.Shield.Duration= 180 ;Could be frames or seconds, specifies how long the shield lasts before turning off automatically.
Area.Shield.Min= 2 ;Minimum radius of shield. Shrinks this far from enemy damage then stops until turned off or overwhelmed. You may want to scrap this & just have the shield reduce further and further in size.
Area.Shield.Max= 6 ;Shield radius starts this far from the vehicle.
Area.Shield.Anim= ;Name of the shield animation to use. Will be at 100% scale for a new shield, shrink in line with min / max radius as damage is taken.

Mirage Tank
IsMobStealthGen= yes/no ; If this logic is safe to use without causing silly amounts of lag then NP, otherwise scrap this one.

Hydrofoil
[HydrofoilWeapon]
Disable.Weapon= yes/no ;Does this weapon disable all the target's weapons? If yes, no damage is done etc, ignore Versus unless it's a significant % (0%, 1% etc). Added in case someone wants to do this instead of just using EMP weapons.

Terror Drone
[TerrorDroneWeapon]
Disable.Movement= yes/no ;Does this weapon disable the target's movement? See Hydrofoil for further notes.

Bullfrog
[BullfrogUnit]
Is.Catapult= yes/no ;Only works on transports. Will attempt to fire units out of itself. Units fired thusly automatically get a parachute at the apex of their curve.

[BullfrogWeapon]
Damage=1 ;Number of units to fire at once.
ROF=60 ;Delay between launching each unit.
Catapults= yes/no ;If yes, the weapon launches passengers in a large parabolic curve at the target area. At the apex they get a parachute and slow down.

Hammer Beam
[HammerWeapon]
Damage=20 ;Percent of damage from target reduced by this weapon.
ROF=60 ;Not sure how ROF should work, as you'd want this effect to be constant.
Hammer.Beam= yes/no ;If yes, the target does Damage= % less damage to the firing unit.

Transformers
Siege Chopper code should presumably work for this... right?

Sudden Transport
Vehicle.Disguise= yes/no ;If yes, this vehicle will be able to appear as other vehicles or ships, including turret(s).

FutureTank X-1
[FutureTankLaser]
Damage=100 ;Damage done to the target.
ROF=60 ;ROF is between full sweeps. So at T=0, you fire, taking 2 seconds to do the sweep. At T=2, the ROF "countdown" starts.
Sweep.Start=1 ;Number of cells to hit before the target. Starts here, moves to Sweep.End= position. Start & End can be defined as Left & Right or something if that makes ...

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Revision history for this message
Bug Importer (bug-importer) wrote :

[unit]
Ablity=EAMPLE 1

[exaple 1]
recharge time =
action=
trigire=
ect...

Revision history for this message
Bug Importer (bug-importer) wrote :

Spy: Umm, not sure about cellspread carrying owner for the mind control logic, but possible if it does with the already implemented permanent mind control flag.
Athena Cannon: Shields are already being implemented IIRC.
Mirage Tank: Could be a major source of lag.
Terror Drone: Possible with EMP logic.
Bullfrog: Like the paradrop weapon thingy that works in vanilla?
Shapeshifting Japanese Vehicles: Most of these are covered by an existing feature request on turning units from one type into another. Siege Chopper code may also make this possible anyway.
Cryo Legionnaire: Can be done in vanilla, just use mutation for infantry to turn them into "frozen" infantry with a shattering death sequence and a parasite weapon.

Revision history for this message
Black Temple Gaurdian (black-temple-gaurdian) wrote :

That last note was me BTW, didn't log in.

Revision history for this message
Bug Importer (bug-importer) wrote :

Never play RA3, but IMO:

i think what he mean in mirage tank is when deployed, any nearby units will act like mirage unit, disguise into trees

Cyrobeam is not EMP!!!! cyro beam will frozen a unit, and after it, if frozen unit get any damage, it will shatter/instant death

i very like the bullfrog

Revision history for this message
Holy_Master (holy-master) wrote :

@ Shapeshifting Japanese Vehicles: Most of these are covered by an existing feature request on turning units from one type into another. Siege Chopper code may also make this possible anyway.

i have try this longtime ago, it doesn't work "perfect" in normal yr, yes "simpledeploy" is allow modder make transform unit to unit but after transform that unit will can't move at all other than that seem like simpledeploy can't work with shp vehicle (i know most people don't care about this but i care - -" ) . [if you know how to make it move please tell me i'll very thank you ]

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Use a dummy building with Freeunit= that is invisible and destroys itself.

Revision history for this message
Holy_Master (holy-master) wrote :

i never try to use "give free unit" with simpledeploy but if it work. those unit after deploy will applier in different position and have full heal if the previous form get damage. it's ok if most modder don't care about that problem but i'm not.

Revision history for this message
Bug Importer (bug-importer) wrote :

if u using freeunit method for transforming, the unit will lost his experience/veterancy, and gain full health

no, it's bad method

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Renegade (renegade) wrote :
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