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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Adding_A_Kamikaze_Airstrike_To_RA2/YR&amp;diff=4889</id>
		<title>Adding A Kamikaze Airstrike To RA2/YR</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Adding_A_Kamikaze_Airstrike_To_RA2/YR&amp;diff=4889"/>
		<updated>2007-07-16T09:42:38Z</updated>

		<summary type="html">&lt;p&gt;80.65.171.38: /* Without RockPatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a fairly easy method of adding a suicide bomber aircraft and/or it&#039;s superweapon. &#039;&#039;Note: Requires RockPatch 1.06 or later.&#039;&#039; &#039;&#039;Note: All credit for the warhead, projectile and airplane goes to Renegade, while I designed the superweapon code.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Missile Code: ===&lt;br /&gt;
&lt;br /&gt;
The missile code is placed in the {{Ini|rules}}. Of course you may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [MissileJump]&lt;br /&gt;
 Damage=40              ;Determines the amount of damage caused&lt;br /&gt;
 ROF=45                 ;Determines the Rate Of Fire&lt;br /&gt;
 Range=6                ;Determines the range at which the plane will start diving into it&#039;s target&lt;br /&gt;
 Speed=80               ;Determines the speed of the diving plane&lt;br /&gt;
 Warhead=CruiseAP       ;Determines which warhead will be used for the missile&lt;br /&gt;
 OmniFire=yes           ;See [[OmniFire]]&lt;br /&gt;
 Projectile=SCDMISSILE1 ;Set&#039;s which projectile to use as the payload&lt;br /&gt;
 LimboLaunch=yes        ;Here&#039;s the limbo launch trick&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Warhead Code: ===&lt;br /&gt;
&lt;br /&gt;
The warhead code is also placed in the {{Ini|rules}}. Of course you may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [CruiseAP]&lt;br /&gt;
 CellSpread=1.3                                          ;Determines the radius of the warheads blast&lt;br /&gt;
 Wall=yes                                                ;Determines if the warhead can destroy walls&lt;br /&gt;
 Wood=yes                                                ;Determines if the warhead can damage terrain&lt;br /&gt;
 Verses=25%,25%,15%,75%,100%,100%,100%,95%,90%,100%,100% ;See [[Verses]]&lt;br /&gt;
 Conventional=yes                                        ;See [[Conventional]] &lt;br /&gt;
 InfDeath=2                                              ;See [[InfDeath]]&lt;br /&gt;
 AnimList=MININUKE                                       ;Determines anim played when warhead explodes&lt;br /&gt;
 ProneDamage=100%                                        ;See [[ProneDamage]]&lt;br /&gt;
 MinDebris=1                                             ;See [[MinDebris]]&lt;br /&gt;
 MaxDebris=2                                             ;See [[MaxDebris]]&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Projectile Code: ===&lt;br /&gt;
The projectile code is also placed in the {{Ini|rules}}. Of course you may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [SCDMISSILE1]&lt;br /&gt;
 Image=FALC            ;Determines the image of the projectile, currently set to Harrier&#039;s image&lt;br /&gt;
 AA=no                 ;Determines if the projectile can damage airborne units&lt;br /&gt;
 Arm=2                 ;See [[Arm]]&lt;br /&gt;
 AG=yes                ;See [[AG]]&lt;br /&gt;
 ROT=8                 ;Rate Of Turn, requires to use Rotates&lt;br /&gt;
 Shadow=yes            ;Determines should a shadow be drawn on the ground&lt;br /&gt;
 Proximity=no          ;See [[Proximity]]&lt;br /&gt;
 Ranged=no             ;See [[Ranged]]&lt;br /&gt;
 [[FirersPalette]]=yes     ;This tag can only be used on SHP projectiles, so it&#039;s useless here&lt;br /&gt;
 SubjectToCliffs=no    ;See [[SubjectToCliffs]]&lt;br /&gt;
 SubjectToElevation=no ;See [[SubjectToElevation]]&lt;br /&gt;
 SubjectToWalls=no     ;See [[SubjectToWalls]]&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Kamikaze Airplane: ===&lt;br /&gt;
This is the kamikaze airplane code. It is placed (again) in {{Ini|rules}}. It has to be specified in [[AircraftTypes]]. You should also add the appropriate string into ra2{md}.csf. You may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [CRUISEM]&lt;br /&gt;
 [[Image]]=FALC&lt;br /&gt;
 [[UIName]]=Name:CRUISEM&lt;br /&gt;
 [[Name]]=Kamikaze Airplane&lt;br /&gt;
 [[Primary]]=MissileJump         ;Weapon to use when it kamikazes into it&#039;s target&lt;br /&gt;
 [[DeathWeapon]]=HornetCollision ;Alternate weapon when it gets shot down&lt;br /&gt;
 [[CanPassiveAquire]]=no&lt;br /&gt;
 [[CanRetaliate]]=no&lt;br /&gt;
 [[Strength]]=120&lt;br /&gt;
 [[Category]]=AirLift&lt;br /&gt;
 [[Armor]]=light&lt;br /&gt;
 [[TechLevel]]=-1 &lt;br /&gt;
 [[Sight]]=0&lt;br /&gt;
 [[RadarInvisible]]=no&lt;br /&gt;
 [[Landable]]=yes&lt;br /&gt;
 [[MoveToShroud]]=yes&lt;br /&gt;
 [[PipScale]]=Ammo&lt;br /&gt;
 [[Speed]]=16&lt;br /&gt;
 [[PitchSpeed]]=1.1&lt;br /&gt;
 [[PitchAngle]]=0&lt;br /&gt;
 [[OmniFire]]=yes&lt;br /&gt;
 [[Owner]]=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry&lt;br /&gt;
 [[Cost]]=1000&lt;br /&gt;
 [[Points]]=20&lt;br /&gt;
 [[ROT]]=3&lt;br /&gt;
 [[Ammo]]=1&lt;br /&gt;
 [[Crewed]]=no&lt;br /&gt;
 [[ConsideredAircraft]]=yes&lt;br /&gt;
 [[AirportBound]]=no&lt;br /&gt;
 [[GuardRange]]=1&lt;br /&gt;
 [[Explosion]]=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60&lt;br /&gt;
 [[MaxDebris]]=3&lt;br /&gt;
 [[IsSelectableCombatant]]=no&lt;br /&gt;
 [[VoiceSelect]]=ChaosDroneSelect&lt;br /&gt;
 [[VoiceAttack]]=ChaosDroneAttackCommand&lt;br /&gt;
 [[VoiceMove]]=ChaosDroneMove&lt;br /&gt;
 [[VoiceFeedback]]=&lt;br /&gt;
 [[VoiceCrashing]]=ChaosDroneDie&lt;br /&gt;
 [[DieSound]]=&lt;br /&gt;
 [[MoveSound]]=IntruderMoveLoop&lt;br /&gt;
 [[CrashingSound]]=IntruderDie&lt;br /&gt;
 [[ImpactLandSound]]=GenAircraftCrash&lt;br /&gt;
 [[Locomotor]]={4A582746-9839-11d1-B709-00A024DDAFD1}&lt;br /&gt;
 [[MovementZone]]=Fly&lt;br /&gt;
 [[ThreatPosed]]=20&lt;br /&gt;
 [[DamageParticleSystems]]=SparkSys,SmallGreySSys&lt;br /&gt;
 [[AuxSound1]]=IntruderTakeOff&lt;br /&gt;
 [[AuxSound2]]=IntruderLanding&lt;br /&gt;
 [[Fighter]]=yes&lt;br /&gt;
 [[AllowedToStartInMultiplayer]]=no&lt;br /&gt;
 [[ImmuneToPsionics]]=yes&lt;br /&gt;
 [[ImmuneToRadiation]]=yes&lt;br /&gt;
 [[PreventAttackMove]]=yes&lt;br /&gt;
 [[Trainable]]=no&lt;br /&gt;
 [[Spawned]]=yes&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Superweapon Code: ===&lt;br /&gt;
&lt;br /&gt;
The superweapon code is (again) placed in the {{ini|rules}}. You must list the superweapon in [[SuperWeaponTypes]]. I don&#039;t recommend editing anything here but: [[RechargeTime]], [[IsPowered]], [[Spyplane]], [[SpyplaneNums]], [[ShowTimer]], [[SidebarImage]] and [[EvaReady]]. You must add a different action. See [[RockPatch Docs:Adding custom Actions|Adding Custom Actions]] for help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [AirstrikeSpecial]&lt;br /&gt;
 [[UIName]]=Name:KAZI&lt;br /&gt;
 [[Name]]=Kamikaze Airstrike &lt;br /&gt;
 IsPowered=false             ;Defines whether this superweapon requires base power to be online&lt;br /&gt;
 RechargeTime=4              ;Time until it charges up&lt;br /&gt;
 Type=SpyPlane               ;SpyPlane is the type for SpyPlane clones or Airstrikes&lt;br /&gt;
 Action=Kazi                 ;check out the Adding custom Actions page to find out more about this&lt;br /&gt;
 SidebarImage=KAZICON        ;Cameo in the sidebar&lt;br /&gt;
 ShowTimer=no                ;Should everyone be allowed to see the timer&lt;br /&gt;
 DisableableFromShell=no     ;Defines can this superweapon be disabled by turning off superweapons &lt;br /&gt;
 FlashSidebarTabFrames=120   ;See [[FlashSidebarTabFrames]]&lt;br /&gt;
 AITargetingType=1           ;Defines where will the AI use this superweapon. See [[RockPatch_Docs:Making_the_AI_use_custom_SuperWeapons|AI Targeting]] for info&lt;br /&gt;
 SpyPlane=CRUISEM            ;Sets which plane will be used for the airstrike&lt;br /&gt;
 SpyPlanesNum=3              ;The number of planes which will kamikaze&lt;br /&gt;
 IsAirstrike=yes             ;Defines is this an airstrike or spyplane&lt;br /&gt;
 EvaReady=EVA_AirstrikeReady ;The sound which is played when it&#039;s fully charged up&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Without RockPatch==&lt;br /&gt;
Attempting to create a Kamikaze plane based on &#039;&#039;LimboLaunch=yes&#039;&#039; in RA2 will result in having the engine count the airplane as if it still existed, even when it has been limboed, thus a dot will be seen on the radar map on the location it detonated, although it is not really there. And &#039;&#039;Suicide=yes&#039;&#039; on an aircraft-fired weapon results in an [[IE]]. This is obviously not what you&#039;d want. Thus: &lt;br /&gt;
&lt;br /&gt;
Create an airplane and give it a primary weapon with the following flags: &lt;br /&gt;
&lt;br /&gt;
rules.ini:&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 Damage=1&lt;br /&gt;
 Projectile=Invisible   ;THIS IS IMPORTANT&lt;br /&gt;
 Anim=SUICIDE_ANIM      ;A NEW ANIM. THIS IS VERY IMPORTANT!&lt;br /&gt;
 Range= &#039;&#039;This should be equal to the distance the plane travels while falling (when being shot). &lt;br /&gt;
For those with Fighter=yes, it should be about 5, those with Fighter=no drop vertically.&#039;&#039;&lt;br /&gt;
 Warhead=NullWH ;any dummy warhead&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, give the plane a powerful &#039;&#039;Secondary=&#039;&#039; or &#039;&#039;DeathWeapon=&#039;&#039;. This should be the weapon you want the plane to hit your enemies with in in its suicide attack.&lt;br /&gt;
&lt;br /&gt;
Then, open art.ini and create an animation called &#039;&#039;SUICIDE_ANIM&#039;&#039; (or whatever the name of Anim of the weapon was). You can give it any animation you like. Give it a &#039;&#039;Damage=&#039;&#039; at least equal to the &#039;&#039;Strength=&#039;&#039; of the Kamikaze Plane.&lt;br /&gt;
&lt;br /&gt;
Now, once the plane gets in range of its target and fires, the firing animation the weapon sets off will cause damage to the airplane and destroy it. If the primary weapon&#039;s &#039;&#039;Range=&#039;&#039; was set to the right distance, the plane will then crash into whatever was targetted. &lt;br /&gt;
&lt;br /&gt;
Note however, that this cannot be put on a superweapon in RA2, since the only plane spawned by a SW action is the Paradrop Plane, which doesn&#039;t really fire its weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>80.65.171.38</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Adding_A_Kamikaze_Airstrike_To_RA2/YR&amp;diff=4888</id>
		<title>Adding A Kamikaze Airstrike To RA2/YR</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Adding_A_Kamikaze_Airstrike_To_RA2/YR&amp;diff=4888"/>
		<updated>2007-07-16T09:42:07Z</updated>

		<summary type="html">&lt;p&gt;80.65.171.38: /* Without RockPatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a fairly easy method of adding a suicide bomber aircraft and/or it&#039;s superweapon. &#039;&#039;Note: Requires RockPatch 1.06 or later.&#039;&#039; &#039;&#039;Note: All credit for the warhead, projectile and airplane goes to Renegade, while I designed the superweapon code.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Missile Code: ===&lt;br /&gt;
&lt;br /&gt;
The missile code is placed in the {{Ini|rules}}. Of course you may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [MissileJump]&lt;br /&gt;
 Damage=40              ;Determines the amount of damage caused&lt;br /&gt;
 ROF=45                 ;Determines the Rate Of Fire&lt;br /&gt;
 Range=6                ;Determines the range at which the plane will start diving into it&#039;s target&lt;br /&gt;
 Speed=80               ;Determines the speed of the diving plane&lt;br /&gt;
 Warhead=CruiseAP       ;Determines which warhead will be used for the missile&lt;br /&gt;
 OmniFire=yes           ;See [[OmniFire]]&lt;br /&gt;
 Projectile=SCDMISSILE1 ;Set&#039;s which projectile to use as the payload&lt;br /&gt;
 LimboLaunch=yes        ;Here&#039;s the limbo launch trick&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Warhead Code: ===&lt;br /&gt;
&lt;br /&gt;
The warhead code is also placed in the {{Ini|rules}}. Of course you may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [CruiseAP]&lt;br /&gt;
 CellSpread=1.3                                          ;Determines the radius of the warheads blast&lt;br /&gt;
 Wall=yes                                                ;Determines if the warhead can destroy walls&lt;br /&gt;
 Wood=yes                                                ;Determines if the warhead can damage terrain&lt;br /&gt;
 Verses=25%,25%,15%,75%,100%,100%,100%,95%,90%,100%,100% ;See [[Verses]]&lt;br /&gt;
 Conventional=yes                                        ;See [[Conventional]] &lt;br /&gt;
 InfDeath=2                                              ;See [[InfDeath]]&lt;br /&gt;
 AnimList=MININUKE                                       ;Determines anim played when warhead explodes&lt;br /&gt;
 ProneDamage=100%                                        ;See [[ProneDamage]]&lt;br /&gt;
 MinDebris=1                                             ;See [[MinDebris]]&lt;br /&gt;
 MaxDebris=2                                             ;See [[MaxDebris]]&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Projectile Code: ===&lt;br /&gt;
The projectile code is also placed in the {{Ini|rules}}. Of course you may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [SCDMISSILE1]&lt;br /&gt;
 Image=FALC            ;Determines the image of the projectile, currently set to Harrier&#039;s image&lt;br /&gt;
 AA=no                 ;Determines if the projectile can damage airborne units&lt;br /&gt;
 Arm=2                 ;See [[Arm]]&lt;br /&gt;
 AG=yes                ;See [[AG]]&lt;br /&gt;
 ROT=8                 ;Rate Of Turn, requires to use Rotates&lt;br /&gt;
 Shadow=yes            ;Determines should a shadow be drawn on the ground&lt;br /&gt;
 Proximity=no          ;See [[Proximity]]&lt;br /&gt;
 Ranged=no             ;See [[Ranged]]&lt;br /&gt;
 [[FirersPalette]]=yes     ;This tag can only be used on SHP projectiles, so it&#039;s useless here&lt;br /&gt;
 SubjectToCliffs=no    ;See [[SubjectToCliffs]]&lt;br /&gt;
 SubjectToElevation=no ;See [[SubjectToElevation]]&lt;br /&gt;
 SubjectToWalls=no     ;See [[SubjectToWalls]]&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Kamikaze Airplane: ===&lt;br /&gt;
This is the kamikaze airplane code. It is placed (again) in {{Ini|rules}}. It has to be specified in [[AircraftTypes]]. You should also add the appropriate string into ra2{md}.csf. You may tailor it to your needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [CRUISEM]&lt;br /&gt;
 [[Image]]=FALC&lt;br /&gt;
 [[UIName]]=Name:CRUISEM&lt;br /&gt;
 [[Name]]=Kamikaze Airplane&lt;br /&gt;
 [[Primary]]=MissileJump         ;Weapon to use when it kamikazes into it&#039;s target&lt;br /&gt;
 [[DeathWeapon]]=HornetCollision ;Alternate weapon when it gets shot down&lt;br /&gt;
 [[CanPassiveAquire]]=no&lt;br /&gt;
 [[CanRetaliate]]=no&lt;br /&gt;
 [[Strength]]=120&lt;br /&gt;
 [[Category]]=AirLift&lt;br /&gt;
 [[Armor]]=light&lt;br /&gt;
 [[TechLevel]]=-1 &lt;br /&gt;
 [[Sight]]=0&lt;br /&gt;
 [[RadarInvisible]]=no&lt;br /&gt;
 [[Landable]]=yes&lt;br /&gt;
 [[MoveToShroud]]=yes&lt;br /&gt;
 [[PipScale]]=Ammo&lt;br /&gt;
 [[Speed]]=16&lt;br /&gt;
 [[PitchSpeed]]=1.1&lt;br /&gt;
 [[PitchAngle]]=0&lt;br /&gt;
 [[OmniFire]]=yes&lt;br /&gt;
 [[Owner]]=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry&lt;br /&gt;
 [[Cost]]=1000&lt;br /&gt;
 [[Points]]=20&lt;br /&gt;
 [[ROT]]=3&lt;br /&gt;
 [[Ammo]]=1&lt;br /&gt;
 [[Crewed]]=no&lt;br /&gt;
 [[ConsideredAircraft]]=yes&lt;br /&gt;
 [[AirportBound]]=no&lt;br /&gt;
 [[GuardRange]]=1&lt;br /&gt;
 [[Explosion]]=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60&lt;br /&gt;
 [[MaxDebris]]=3&lt;br /&gt;
 [[IsSelectableCombatant]]=no&lt;br /&gt;
 [[VoiceSelect]]=ChaosDroneSelect&lt;br /&gt;
 [[VoiceAttack]]=ChaosDroneAttackCommand&lt;br /&gt;
 [[VoiceMove]]=ChaosDroneMove&lt;br /&gt;
 [[VoiceFeedback]]=&lt;br /&gt;
 [[VoiceCrashing]]=ChaosDroneDie&lt;br /&gt;
 [[DieSound]]=&lt;br /&gt;
 [[MoveSound]]=IntruderMoveLoop&lt;br /&gt;
 [[CrashingSound]]=IntruderDie&lt;br /&gt;
 [[ImpactLandSound]]=GenAircraftCrash&lt;br /&gt;
 [[Locomotor]]={4A582746-9839-11d1-B709-00A024DDAFD1}&lt;br /&gt;
 [[MovementZone]]=Fly&lt;br /&gt;
 [[ThreatPosed]]=20&lt;br /&gt;
 [[DamageParticleSystems]]=SparkSys,SmallGreySSys&lt;br /&gt;
 [[AuxSound1]]=IntruderTakeOff&lt;br /&gt;
 [[AuxSound2]]=IntruderLanding&lt;br /&gt;
 [[Fighter]]=yes&lt;br /&gt;
 [[AllowedToStartInMultiplayer]]=no&lt;br /&gt;
 [[ImmuneToPsionics]]=yes&lt;br /&gt;
 [[ImmuneToRadiation]]=yes&lt;br /&gt;
 [[PreventAttackMove]]=yes&lt;br /&gt;
 [[Trainable]]=no&lt;br /&gt;
 [[Spawned]]=yes&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Superweapon Code: ===&lt;br /&gt;
&lt;br /&gt;
The superweapon code is (again) placed in the {{ini|rules}}. You must list the superweapon in [[SuperWeaponTypes]]. I don&#039;t recommend editing anything here but: [[RechargeTime]], [[IsPowered]], [[Spyplane]], [[SpyplaneNums]], [[ShowTimer]], [[SidebarImage]] and [[EvaReady]]. You must add a different action. See [[RockPatch Docs:Adding custom Actions|Adding Custom Actions]] for help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 [AirstrikeSpecial]&lt;br /&gt;
 [[UIName]]=Name:KAZI&lt;br /&gt;
 [[Name]]=Kamikaze Airstrike &lt;br /&gt;
 IsPowered=false             ;Defines whether this superweapon requires base power to be online&lt;br /&gt;
 RechargeTime=4              ;Time until it charges up&lt;br /&gt;
 Type=SpyPlane               ;SpyPlane is the type for SpyPlane clones or Airstrikes&lt;br /&gt;
 Action=Kazi                 ;check out the Adding custom Actions page to find out more about this&lt;br /&gt;
 SidebarImage=KAZICON        ;Cameo in the sidebar&lt;br /&gt;
 ShowTimer=no                ;Should everyone be allowed to see the timer&lt;br /&gt;
 DisableableFromShell=no     ;Defines can this superweapon be disabled by turning off superweapons &lt;br /&gt;
 FlashSidebarTabFrames=120   ;See [[FlashSidebarTabFrames]]&lt;br /&gt;
 AITargetingType=1           ;Defines where will the AI use this superweapon. See [[RockPatch_Docs:Making_the_AI_use_custom_SuperWeapons|AI Targeting]] for info&lt;br /&gt;
 SpyPlane=CRUISEM            ;Sets which plane will be used for the airstrike&lt;br /&gt;
 SpyPlanesNum=3              ;The number of planes which will kamikaze&lt;br /&gt;
 IsAirstrike=yes             ;Defines is this an airstrike or spyplane&lt;br /&gt;
 EvaReady=EVA_AirstrikeReady ;The sound which is played when it&#039;s fully charged up&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Without RockPatch==&lt;br /&gt;
Attempting to create a Kamikaze plane based on &#039;&#039;Limbo=yes&#039;&#039; in RA2 will result in having the engine count the airplane as if it still existed, even when it has been limboed, thus a dot will be seen on the radar map on the location it detonated, although it is not really there. And &#039;&#039;Suicide=yes&#039;&#039; on an aircraft-fired weapon results in an [[IE]]. This is obviously not what you&#039;d want. Thus: &lt;br /&gt;
&lt;br /&gt;
Create an airplane and give it a primary weapon with the following flags: &lt;br /&gt;
&lt;br /&gt;
rules.ini:&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 Damage=1&lt;br /&gt;
 Projectile=Invisible   ;THIS IS IMPORTANT&lt;br /&gt;
 Anim=SUICIDE_ANIM      ;A NEW ANIM. THIS IS VERY IMPORTANT!&lt;br /&gt;
 Range= &#039;&#039;This should be equal to the distance the plane travels while falling (when being shot). &lt;br /&gt;
For those with Fighter=yes, it should be about 5, those with Fighter=no drop vertically.&#039;&#039;&lt;br /&gt;
 Warhead=NullWH ;any dummy warhead&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, give the plane a powerful &#039;&#039;Secondary=&#039;&#039; or &#039;&#039;DeathWeapon=&#039;&#039;. This should be the weapon you want the plane to hit your enemies with in in its suicide attack.&lt;br /&gt;
&lt;br /&gt;
Then, open art.ini and create an animation called &#039;&#039;SUICIDE_ANIM&#039;&#039; (or whatever the name of Anim of the weapon was). You can give it any animation you like. Give it a &#039;&#039;Damage=&#039;&#039; at least equal to the &#039;&#039;Strength=&#039;&#039; of the Kamikaze Plane.&lt;br /&gt;
&lt;br /&gt;
Now, once the plane gets in range of its target and fires, the firing animation the weapon sets off will cause damage to the airplane and destroy it. If the primary weapon&#039;s &#039;&#039;Range=&#039;&#039; was set to the right distance, the plane will then crash into whatever was targetted. &lt;br /&gt;
&lt;br /&gt;
Note however, that this cannot be put on a superweapon in RA2, since the only plane spawned by a SW action is the Paradrop Plane, which doesn&#039;t really fire its weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>80.65.171.38</name></author>
	</entry>
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