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C&C Generals Zero Hour / Strategii de joc / X VS Y metode de contra-atacare de aparare&CO  
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M4V3RiCk
General^^^

Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 81
Mdap...multi au zis ca ala e mai bun vs ala...dar nimeni nu a venit cu date de genul damage,damage type,rate of fire reload time,range costuri sau lucruri din astea.Asa ca tot sunt eu la marketing am zis sa facem putina statistica.Ce e mai bun vs ce.Am scos niste date din joc...nu va mai ramane decat sa le analizati si sa trageti concluziile la ce e mai bun vs ce in termeni matematici.
Partea proasta e ca nu am gasit pe nicaieri hit point-urile unitatilor Se pare ca au un sistem bazat pe armour.


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viteza maxima cu care poti accelera un PC este de 9,81 m/s^2

pus acum 19 ani
   
M4V3RiCk
General^^^

Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 81
Si ieta si datele...Sper sa nu ma injure winfast :P

Weapon HumveeGun
  PrimaryDamage = 10.0  ; 8.0
  PrimaryDamageRadius = 0.0
  AttackRange = 150.0
  DamageType = COMANCHE_VULCAN 
  DeathType = NORMAL
  WeaponSpeed = 600         ; dist/sec
  ProjectileObject = NONE
  FireFX = WeaponFX_TechnicalGunFire
  VeterancyFireFX  = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = HumveeWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End



Weapon HumveeMissileWeapon
  PrimaryDamage = 30.0           
  PrimaryDamageRadius = 5.0     
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject = HumveeMissile
  ProjectileExhaust = TowMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
  ClipReloadTime = 2000     how long to reload a Clip, msec
  AutoReloadsClip = Yes
  FireSound = HumveeWeaponTOW
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround = Yes

  ; note, these only apply to units that aren't the explicit target
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

Weapon HumveeMissileWeaponAir
  PrimaryDamage = 50.0           
  PrimaryDamageRadius = 5.0     
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 320.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = PatriotMissile
  ProjectileExhaust = MissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes
  FireSound = HumveeWeaponTOW
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  AntiGround = No

  ; note, these only apply to units that aren't the explicit target
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End


Weapon HellfireMissileWeapon (USA DRONES)
  PrimaryDamage = 40.0           
  PrimaryDamageRadius = 5.0     
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject = MissileDefenderMissile
  ProjectileExhaust = MissileDefenderMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes
  FireSound = MissileDefenderWeapon
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround = Yes
  AcceptableAimDelta    = 180.0 ; can fire facing any direction... drones are spazzes

  ; note, these only apply to units that aren't the explicit target
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

Weapon MissileDefenderMissileWeapon (USA)
  PrimaryDamage               = 40.0           
  PrimaryDamageRadius         = 5.0     
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  DamageType                  = INFANTRY_MISSILE
  DeathType                   = NORMAL
  WeaponSpeed                 = 600               
  ProjectileObject            = MissileDefenderMissile
  ProjectileExhaust           = MissileDefenderMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileDefenderMissileExhaust
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  FireFX                      = FX_BuggyMissileIgnition
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  FireSound                   = MissileDefenderWeapon
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ProjectileCollidesWith      = STRUCTURES
End

Weapon MissileDefenderLaserGuidedMissileWeapon (USA)
  PrimaryDamage = 40.0           
  PrimaryDamageRadius = 5.0       
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300.0     ;Extending this range, allows the special ability to work better.
  DamageType = ARMOR_PIERCING     
  DeathType = NORMAL
  WeaponSpeed = 600               
  ProjectileObject = MissileDefenderMissile
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ScatterRadius = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots = 500 ; time between shots, msec
  ClipSize = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes
  FireSound = MissileDefenderWeapon
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = Yes

  ; note, these only apply to units that aren't the explicit target
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

Weapon RaptorJetMissileWeapon
  PrimaryDamage               = 100.0           
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 320 ;400.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 150
  ClipSize                    = 4
  ClipReloadTime              = 8000
  AutoReloadsClip             = RETURN_TO_BASE
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes

Weapon RaptorJetLaserGuidedMissileWeapon
  PrimaryDamage               = 125.0           
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 320.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 150
  ClipSize                    = 4
  ClipReloadTime              = 8000
  AutoReloadsClip             = RETURN_TO_BASE
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes


Weapon PatriotMissileWeapon
  PrimaryDamage               = 30.0           
  PrimaryDamageRadius         = 5.0     
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 225.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1             ; locomotor specifies speed.
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireSound                   = PatriotBatteryWeapon
  FireFX                      = FX_BuggyMissileIgnition
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End


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viteza maxima cu care poti accelera un PC este de 9,81 m/s^2

pus acum 19 ani
   
M4V3RiCk
General^^^

Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 81
Acuma revin la problema initiala...cu ce faci un Humvee plini cu bazzokari? PS: 1000ms= 1 secunda

Modificat de M4V3RiCk (acum 19 ani)


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viteza maxima cu care poti accelera un PC este de 9,81 m/s^2

pus acum 19 ani
   
basics
General^^

Din: Timisoara
Inregistrat: acum 19 ani
Postari: 42
hmm din cate am vazut daca joc cu china e bine sa faci cateva mine pe langa cladiri...deseori cand il rumaream cu ceva el incerca sa fuga si desi avea spy tot calca pe mine...e foarte neplacut, cat despre gla, s-a discutat, un mic hint pozitioneaza supply stash astfel incat sa nu aiba loc humveeul sa treaca printre supply si zona de resurse...ii ingreunezi munca, de obicei cu humvee se face un hit & run...deci nu-l urmarii cand fuge. Bine, nu sunt expert dar pt mine cam merge putinu asta

Modificat de basics (acum 19 ani)


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Nimic nu se pierde, nimic nu se castiga ... TOTUL SE FURA !!!

pus acum 19 ani
   
Black Eye
Moderator

Din: trance space
Inregistrat: acum 20 ani
Postari: 325
Nu pot sa zic ca este o greseala ce ai zis tu basics, cu pozitionarea supply stash-ului astfel incit humvee-ul sa nu poata sa calce muncitorii. Deci asta se aplica pentru technicali. Pentru humvee, este mai bine sa lasi loc, deoarece majoritatea jucatorilor vor trimite humvee-ul peste muncitori. Anume aici este si greseala, se va intimpla exact acelasi lucru ca si in cazul in care humvee-ul este f aproape de cladire, si moare din cauza racketelor bazookarilor care trag. Exact asa si in cazul mucitorilor, bazookarii vor strica  singurii hummvee-ul, atunci cind vor trage in mucitori, iar in acelasi timp humvee-ul se va deplasa peste ei

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pus acum 19 ani
   
raptor577
General^^^

Din: Resita
Inregistrat: acum 19 ani
Postari: 82
cu avioane daca joci cu USA )

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De Ce? Pentru ca pot...

pus acum 19 ani
   
Lector
General^^^^

Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 123
daca esti gla incearca sa pui un demo trap intre cladire si bani ... pierzi muncitori, avariezi cladirea dar scapi de hummer

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I'm the law, You can't beat the law

pus acum 19 ani
   
Black Eye
Moderator

Din: trance space
Inregistrat: acum 20 ani
Postari: 325
Si daca ala isi pune spy drone pe humvee, iti macelareste demo trap-ul, pierzi muncitorii, avariezi cladirea si ala distruge in continuare linistit


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pus acum 19 ani
   
FeNoMeN
General^^^

Inregistrat: acum 19 ani
Postari: 79
    buna asta     

pus acum 19 ani
   
Winfast
Administrator

Din: Bacau
Inregistrat: acum 20 ani
Postari: 503
Sunt pe cale sa inchid topicul asta. In primul rand nu prea inteleg titlul "X VS Y metode de contra-atacare de aparare&CO" Metode de contra-atacare? CO ce inseamna? Am inteles ce ai vrea sa fie aici insa titlul e gresit. Deci ideea e "Ce e mai bun vs ce?". Asta se putea formula putin altfel si pus ca titlu de topic. Deci tu ai fi vrut aici sa fie "ce e mai bun vs ce" in termeni matematici luati din joc. Ai trantit niste date la inceput, dupa care ai revenit la intrebarea "Cu ce facem un humvee plin de bazukari" Discutia a deviat, nefacandu-se referire deloc la termeni matematici.

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ثؤمشق يثسؤاهسش ؤخةحثفهف لأثىثقشمس ~ثقخ أخعقزهث ؤش ؤثم ةشه لاعى سش ؤشسفهلثز
Pentru upload poze folositi

pus acum 19 ani
   
Winfast
Administrator

Din: Bacau
Inregistrat: acum 20 ani
Postari: 503
Ai zis la inceput "Asa ca tot sunt eu la marketing am zis sa facem putina statistica.Ce e mai bun vs ce.Am scos niste date din joc...nu va mai ramane decat sa le analizati". Unde e statistica? Te-ai spalat pe miini cu fraza "nu va mai ramane decat sa le analizati" E simplu sa trantesti asa .... niste date si sa lasi topicul de izbeliste.

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ثؤمشق يثسؤاهسش ؤخةحثفهف لأثىثقشمس ~ثقخ أخعقزهث ؤش ؤثم ةشه لاعى سش ؤشسفهلثز
Pentru upload poze folositi

pus acum 19 ani
   
Olyver_
General

Din: sannicolau-mare
Inregistrat: acum 18 ani
Postari: 3
ce strategie aplici cand joci contra 5-6 hard si vin toti pe tine ....si iti mai dau si cate un scud...si un nuke.....astept raspuns

pus acum 18 ani
   
Achilles
General^

Inregistrat: acum 18 ani
Postari: 17

Winfast a scris:

Ai zis la inceput "Asa ca tot sunt eu la marketing am zis sa facem putina statistica.Ce e mai bun vs ce.Am scos niste date din joc...nu va mai ramane decat sa le analizati". Unde e statistica? Te-ai spalat pe miini cu fraza "nu va mai ramane decat sa le analizati" E simplu sa trantesti asa .... niste date si sa lasi topicul de izbeliste.



Strategia e simpla nu-i permiti sa ajunga pina la asa ceva daca e posibil, sau te dezvolti in mai multe locuri pe harta :P


pus acum 18 ani
   
nd
General

Inregistrat: acum 19 ani
Postari: 1
pai Olyver ieu unul dc pun 5-6 hard contra mea scap f simplu de ei, escape si.....
exit game, acum serios vb as fi curios care e nr maxim de hard care poate fi scosi...parerea mea e ca maxim 3 


pus acum 18 ani
   
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