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PreImpactAnim and Vertical Weapon
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 10, 2016 7:54 am    Post subject:  PreImpactAnim and Vertical Weapon Reply with quote  Mark this post and the followings unread

using [#include] section
Code:
[BlimpBomb]
Range=5
[BlimpHE]
CellSpread.MaxAffect=1
PreImpactAnim=S_CLSN58


It always explodes at the target cell instead of where it should be...



GIF.gif
 Description:
 Filesize:  4.93 MB
 Viewed:  2382 Time(s)

GIF.gif



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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Sep 11, 2016 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe this is linked to the problem of rippling and AE being centered around the target cell, not the actual point of projectile detonation.

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Our mission, unfinished, may take a thousand years.  

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Sep 11, 2016 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is just another logic combination that doesn't work by default. Kirov bomb is totally 'unguided dummy' and it doesn't know what it really hits since it just releases and explodes by the set values. PreImpactAnim logic assumes the intended target which is often correct but here it can't work.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Sep 11, 2016 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then why this won't happan when PreImpactAnim is none?

I tried a straight line projectile
It cannot cross the cliff...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Sep 12, 2016 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I find it interesting that the ShrapnelWeapons are spawned at the PreImpactAnim, not where the warhead detonates.
Code:

;rulesmd.ini
[BlimpBomb]
Range=5
[BlimpBombP]
ShrapnelWeapon=TeslaFragment
ShrapnelCount=5
DetonationAltitude=0
[TeslaFragment]
Range=8
[BlimpHE]
CellSpread.MaxAffect=1
PreImpactAnim=ZEPPREANIM
[BRUTE]
Primary=BruteSucide;give him suicide weapon so he won't smash your base
GuardRange=-2
[BruteSucide]
Projectile=Invisible
Damage=1
Warhead=PrismWarhead
Anim=RING1
Range=-2
ROF=10
Suicide=yes

;artmd.ini
[ZEPPREANIM]
MakeInfantry=0;make a brute to test ShrapnelWeapon
;Image=XGRYSML2

Then I set DetonationAltitude to 0 and add laser effect, I got this cool laser-electric weapon, which looks like two weapons



GIF.gif
 Description:
ShrapnelWeapons-Warhead separation
 Filesize:  2.62 MB
 Viewed:  2227 Time(s)

GIF.gif



GIF2.gif
 Description:
laser-electric weapon
 Filesize:  1.58 MB
 Viewed:  2227 Time(s)

GIF2.gif



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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Mon Sep 12, 2016 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I keep seeing this greyish brute just below the blimp. I think I need to get my eye examined.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Sep 12, 2016 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're seeing correctly - he set DetonationAltitude=0, so the projectile will detonate as soon as it is spawned (i.e. right underneath the Kirov).

Edit:
Oh, I suppose I should add: the purpose of the MakeInfantry is to make shrapnel work at the point of impact without requiring an infantry or vehicle object to already be there.

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