Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection Workshop
Create, share, and play mods for a custom C&C experience! A new Map Editor is also included. Welcome back, Commander.
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Secondary Weapon for Orca / Apache?
Is it possible to add a secondary machinegun to the Orca / rocketlauncher to the Apache?

I know there is the option in the rules.ini to add secondaries to units, like machineguns to tanks, but when I do that for the Orca or Apache, they still only use their main weapon.
Does anyone know if it's even possible to add a secondary to these units or do I miss something?
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Showing 1-12 of 12 comments
Linus 18 Mar @ 6:07pm 
I think i recall reading about this in another forum and that it couldnt be done on air units, might have something to do with the mechanics of the limited ammo they have.
Originally posted by Linus:
I think i recall reading about this in another forum and that it couldnt be done on air units, might have something to do with the mechanics of the limited ammo they have.

The thing is, I tried to remove the ammo limit from the orca and it didn't change a thing - except from having an Orca that never runs out of rockets. I guess something on the mechanics must be the reason for that. Maybe someone knows how to change that or find a way someday.
Linus 20 Mar @ 3:19pm 
Well im no expert on the matter, but as far as i understand a vehicle with 2 weapon types, will choose what weapon to use based on the weapons warhead vs the targets armor level. Idk if orca missile has special warhead that just supercedes all others thoug.

Maybe air units just have some special rule about them in this regard. Might be something about the projectile as that determine if a weapon can hit air units for instance. But im not sure how that would interfere anyway, as MG on air units can hit ground tagets allready.
Nyerguds 8 22 Mar @ 10:38am 
Depends on the game. You mention both rules.ini, and Orcas and Apaches, so that's quite confusing.

C&C1's secondary weapon logic is quite rudimentary; they only use the secondary weapon if either it outranges the primary one, or the target is an air unit and it's the only weapon that can fire at that, or it can be fired before fully aiming at the target because it's homing. RA's secondary weapon logic is based on which weapon will do the best damage against the targeted object.
Last edited by Nyerguds; 2 Apr @ 11:02pm
Originally posted by Panzerbestie84:
Is it possible to add a secondary machinegun to the Orca / rocketlauncher to the Apache?

This now works in my mod Veterancy & more (TD version 41, soon also RA). But you need to update their primary weapons too otherwise they won't have burst. Best to create copies, here an example which you can put into your rules_mod.ini.

[WeaponTypes] 1=ChainGun2 2=Dragon2 3=ChainGun2E 4=Dragon2E [ChainGun2] Damage=25 ROF=50 Range=4 Report=GUN8 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Projectile=InvisibleHigh Warhead=HE ImpactAnim=PIFFPIFF Burst=2 [Dragon2] Damage=30 ROF=60 Range=4 Report=BAZOOK1 Projectile=HeatSeeker Warhead=AP ImpactAnim=VEH-HIT2 Burst=2 [ChainGun2E] Damage=40 ROF=40 Range=4 Report=GUN8 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Projectile=InvisibleHigh Warhead=HE ImpactAnim=PIFFPIFF Burst=2 [Dragon2E] Damage=47 ROF=50 Range=4 Report=ROCKET1 Projectile=HeatSeeker Warhead=AP ImpactAnim=VEH-HIT2 Burst=2 [HELI] Primary=ChainGun2 Secondary=Dragon2 VeterancyPrimary=ChainGun2E VeterancySecondary=Dragon2E [ORCA] Primary=ChainGun2 Secondary=Dragon2 VeterancyPrimary=ChainGun2E VeterancySecondary=Dragon2E
Last edited by DontCryJustDie; 4 Apr @ 9:55am
Originally posted by DontCryJustDie:
Originally posted by Panzerbestie84:
Is it possible to add a secondary machinegun to the Orca / rocketlauncher to the Apache?

This now works in my mod Veterancy & more (TD version 41, soon also RA). But you need to update their primary weapons too otherwise they won't have burst. Best to create copies, here an example which you can put into your rules_mod.ini.

[WeaponTypes] 1=ChainGun2 2=Dragon2 [ChainGun2] Damage=25 ROF=50 Range=4 Report=GUN8 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Projectile=InvisibleHigh Warhead=HE ImpactAnim=PIFFPIFF Burst=2 [Dragon2] Damage=30 ROF=60 Range=4 Report=BAZOOK1 Projectile=HeatSeeker Warhead=AP ImpactAnim=VEH-HIT2 Burst=2 [HELI] Primary=ChainGun2 Secondary=Dragon2 [ORCA] Primary=ChainGun2 Secondary=Dragon2

Wow! The master of the C&C-Remastered Workshop himself. I just tested it and it works perfectly. Thanks man. I highly respect that. Take my points!
Thanks for the points :steamthumbsup:

I guess you already noticed that it will "stop" working when they unlock their veterancy weapons so I updated the example above, it now also includes veterancy weapons.
Originally posted by DontCryJustDie:
Thanks for the points :steamthumbsup:

I guess you already noticed that it will "stop" working when they unlock their veterancy weapons so I updated the example above, it now also includes veterancy weapons.

Indeed it did. I was afraid it would be like with the "Obelisk-Orca's" in that special-mission.
That mission is handled by the campaign_SCG72EA.ini file, which has the following content.

[ORCA] Primary=ObeliskLaser Secondary=ObeliskLaser VeterancyPrimary=none VeterancySecondary=none

You can only override that when you use your campaign_mod.ini, what you add in that file has the highest priority in campaign.
Originally posted by DontCryJustDie:
That mission is handled by the campaign_SCG72EA.ini file, which has the following content.

[ORCA] Primary=ObeliskLaser Secondary=ObeliskLaser VeterancyPrimary=none VeterancySecondary=none

You can only override that when you use your campaign_mod.ini, what you add in that file has the highest priority in campaign.

Thanks, mate.
But I really gotta ask: Why are you so good in modding this game? I mean.. the entire veterancy thing was just what the game needed.
I liked veterancy in RA2 and the upgrades in Generals so I added those to the Remaster. The longer you work with the source code so more you know how the game works and it will be easier to add new features.
Originally posted by DontCryJustDie:
I liked veterancy in RA2 and the upgrades in Generals so I added those to the Remaster. The longer you work with the source code so more you know how the game works and it will be easier to add new features.

Ah, I see. Yeah, more features for TD are always welcome. Have you also played the Tiberium Wars-Mod for Generals? They had a few fascinating ideas, like an additional airfield for Nod, so they can build airplanes.
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