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Parasite Enhancement Discussion Thread
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Nov 24, 2012 11:01 am    Post subject:  Parasite Enhancement Discussion Thread Reply with quote  Mark this post and the followings unread

In Red Alert 3, Parasite Units (The Terror Drone) had additional logics where while inside their victim they played a set of sounds that looped while inside the vehicle. Once they killed the vehicle they would emerge with a seperate sound that played as well. (Similar to Ares' VehicleThief.ExitSound)

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Nov 24, 2012 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Use an invisible anim attached to the unit which plays the sound while it is inside?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Nov 24, 2012 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

AE should work, so you could use that. It does play DamageSound though but obviously every warhead triggers that as well.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Nov 24, 2012 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Animations aren't replayed after the 1st hit of the parasite weapon. And although i didn't test it, I wouldn't be surprised if AE wasn't either.

You can try giving it AE animation with an infinite duration, which should make it work without any problem. I don't know what will happen if the parasite will get out before the unit dies, though...

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Nov 24, 2012 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh? I don't think the parasite can ever get out BEFORE the unit dies. #Tongue Is there any condition for that to happen?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Nov 24, 2012 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Eh? I don't think the parasite can ever get out BEFORE the unit dies. #Tongue Is there any condition for that to happen?


Negative damage (repairing) destroys the parasite. Being hit by warhead with Sonic=yes removes the parasite.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Nov 25, 2012 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Being hit by warhead with Sonic=yes removes the parasite.
Yeah, you're right. Totally forgot about the sonic and parasite logic. Laughing

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Nov 25, 2012 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Making a tag so the parasite requires an amount of healing to be removed and a weapon toggle for removal of the parasite (defaulting to yes with sonic=yes) would be a good improvement.

Maybe a tag for animation to be played instead of just the rocking. I'm just assuming this can't be done already. Therefore someone could attach a spark animation sort of like RA3 has.

Also a toggle to disable the rocking wouldn't be out of the question, YR² had a saboteur that would attach himself to a vehicle and do no damage like a limpet drone, but it still rocked the vehicle around.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Nov 26, 2012 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Making a tag so the parasite requires an amount of healing to be removed and a weapon toggle for removal of the parasite (defaulting to yes with sonic=yes) would be a good improvement.

Maybe a tag for animation to be played instead of just the rocking. I'm just assuming this can't be done already. Therefore someone could attach a spark animation sort of like RA3 has.

Also a toggle to disable the rocking wouldn't be out of the question, YR² had a saboteur that would attach himself to a vehicle and do no damage like a limpet drone, but it still rocked the vehicle around.


Rocker=no on the Warhead....

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Nov 26, 2012 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Rocker=no doesn't work, the parasite logic rocks units anyway.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Nov 26, 2012 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Making a tag so the parasite requires an amount of healing to be removed and a weapon toggle for removal of the parasite (defaulting to yes with sonic=yes) would be a good improvement.

Maybe a tag for animation to be played instead of just the rocking. I'm just assuming this can't be done already. Therefore someone could attach a spark animation sort of like RA3 has.

Also a toggle to disable the rocking wouldn't be out of the question, YR² had a saboteur that would attach himself to a vehicle and do no damage like a limpet drone, but it still rocked the vehicle around.


Added suggestions to the blueprint.

"Should Parasite Unit be immune to Sonic? Sonic.Immune=boolean"

"And allow the Rocker Flag to affect if the Parasite can rock the victim or not when damaging it."

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Nov 26, 2012 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
"Should Parasite Unit be immune to Sonic? Sonic.Immune=boolean"

But how do you mean removing parasite then? With repair only?
Also why is so important parasite to be immune to sonic? Sonic weapons are rarely used as far I can see.
But I agree with your idea, however I suggest it to be changed little.
No need tag to be immune to sonic, but global tag per weapon/ warhead if it can destroy parasite or not.
For example
DestroyParasite=yes
So you can put on sonic DestroyParasite=no in turn
because maybe more weapon/warheads should be customized, such as distruptors or magnetic weapons or whatever.

Atomic_Noodles wrote:
"And allow the Rocker Flag to affect if the Parasite can rock the victim or not when damaging it."

I agree with that.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Nov 26, 2012 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Also why is so important parasite to be immune to sonic? Sonic weapons are rarely used as far I can see.

It's Sonic=yes on the warhead, not IsSonic=yes on the weapon, that removes the parasite. And what you're suggesting is already possible, except that the parasite doesn't die, but is kicked out.

For killing parasites, we have SuppressionThreshold, which makes parasites more/less resistant to damage while they're inside a unit.
And while i didn't test it, i think it might also affect how much repairing is needed to remove the parasite.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Nov 26, 2012 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

mevitar wrote:

And while i didn't test it, i think it might also affect how much repairing is needed to remove the parasite.


Probably not. Pretty sure that even a single hitpoint repaired destroys the parasite inside.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Nov 26, 2012 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attacking with Sonic warheads always ejects the parasite, "attacking" with a repair warhead (any damage < 0) always destroys the parasite.

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