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No Ammo Weapon Help
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 22, 2017 12:52 pm    Post subject:  No Ammo Weapon Help Reply with quote  Mark this post and the followings unread

So I've been trying to get this thing to work but so far have still yet to get it working (since NoAmmoWeapon logic was introduced)

The Unit in question is Trans_C's Soviet Officer Infantry. The plan is it uses the Sword Frames to fire off an AoE Buff then proceeds to use the Pistol until the ammo recharges for Rally Cry to be usable again. But so far it hasn't worked and refuses to trigger.

Code:

[RallyCry]
Damage=-25
ROF=55
Range=5
Projectile=InvisibleLowChaos
Speed=30
Warhead=RallyBuffWH
PenetratesBunker=yes
Bright=yes
Anim=REDSTAR
AreaFire=yes

[RallyBuffWH]
CellSpread=3
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,3%,3%,3%,100%,100%
InfDeath=1
AffectsAllies=yes
AffectsEnemies=no
CLDisableRed=false
CLDisableGreen=true
CLDisableBlue=true
AttachEffect.Animation=RAGEUP
AttachEffect.Duration=450
AttachEffect.FirepowerMultiplier=1.5
AttachEffect.AnimResetOnApply=yes
AttachEffect.Cumulative=no
Versus.Wood.ForceFire=yes
Versus.Wood.Retaliate=yes
Versus.Wood.PassiveAcquire=no
Versus.Steel.ForceFire=yes
Versus.Steel.Retaliate=yes
Versus.Steel.PassiveAcquire=no
Versus.Concrete.ForceFire=yes
Versus.Concrete.Retaliate=yes
Versus.Concrete.PassiveAcquire=no

[COMMISSAR]
UIName=NOSTR:Commissar
Name=Commissar
Category=Soldier
Strength=125
Prerequisite=NAHAND,NARADR
Primary=RallyCry
Secondary=Mauser
EliteSecondary=MauserE
PipScale=Ammo
Ammo=1
InitialAmmo=1
Reload=75
NoAmmoWeapon=1
NoAmmoAmount=0
OpenTransportWeapon=1
Occupier=yes
CanOccupy=yes
OccupyWeapon=UCMauser
EliteOccupyWeapon=UCEliteMauser
Pip=green
OccupyPip=PersonGreen
Explodes=yes
DeathWeapon=DeathRallyCry
Armor=none
TechLevel=6
CrushSound=InfantrySquish
Sight=6
Speed=6
Owner=Russians,Confederation,Arabs
DamageParticleSystems=BleedSys
DamageSparks=yes
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=25
Pip=blue
VoiceSelect=CommissarSelect
VoiceMove=CommissarMove
VoiceAttack=CommissarAttackCommand
VoiceFeedback=CommissarFear
VoiceDeploy=CommissarCheer
DieSound=CommissarDie
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0
ImmuneToVeins=yes
Size=1
IFVMode=1
UseOwnName=True
Bounty.RookieValue=150
Bounty.VeteranValue=300
Bounty.EliteValue=600


The Weapon Code for the Pistol is pretty much regular code-wise.

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Sun Jan 22, 2017 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Negative damage weapon is healing weapon which normally targets allies's unit.

Try using a normal weapon with warhead which can tartget enemies and airbursted healing weapon with buff

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jan 22, 2017 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah what you are trying to achieve cannot be done in a nice fashion without use of deploy weapon. It is impossible to combine both negative damage weapon and a positive damage weapon on single unit since the different logic when it comes to targeting with both will clash with each other. NoAmmoWeapon does not change this.

What RehteA suggested would sort of work but you'd still be left with the issue that the healing weapon wouldn't properly target your allies - attack cursor on friendlies cannot be toggled on/off on per weapon basis - only on per object.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Jan 22, 2017 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope this helps. Smile

http://ares-developers.github.io/Ares-docs/new/weapons/ammo.html?highlight=ammo

http://ares-developers.github.io/Ares-docs/new/noammoweapon.html

Spoiler (click here to read it):
; Russian Medium Tank
[HTNK]
UIName=NOSTR:RT-5 Tank
Name=Rhino
Prerequisite=NAWEAP,NADEPT
Primary=100mmHE
Secondary=100mm

InitialPayload.Types=SMG
Passengers=1
NoManualUnload=yes
OpenTopped=yes
NoAmmoAmount=0
Ammo=1
Reload=450
NoAmmoWeapon=1
..........................

; anti-armor weapon
[100mm]
Damage=60
ROF=80
Range=5.75
Projectile=Soviet_120mm_Cannon;Cannon
Speed=40
Warhead=AP2
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes
Ammo=0

[100mmHE]
Damage=60
ROF=80
Range=5.75
Projectile=Soviet_120mm_Cannon
Speed=40
Warhead=RhinoHE
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes
Ammo=1

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 23, 2017 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I have tried using Positive Damage and Negative Verses. Does that principle also apply to that idea but it also seemed to not accept the Attack Order.

And if it really just won't work how I wanted to it's original setup is made for the Infantry to deploy anyway. Was just trying to squeeze in NoAmmo into the unit to lessen Player Action so the Officer would just buff automatically instead of manually.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jan 24, 2017 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The deploy approach is probably better for a unit like this. Player should be able to control when they initiate the buff; having to force fire at something within 5 cells, or worse yet, initiate contact with the enemy seems undesirable.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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