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MADTANK WARHEAD - RELATIVE DAMAGE
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Feb 12, 2018 10:15 am    Post subject:  MADTANK WARHEAD - RELATIVE DAMAGE Reply with quote  Mark this post and the followings unread

Does anybody have an example of a warhead and weapon code that successfully utilizes the madtank logic?

I have all tags needed in what I assume is the correct state, however my weapon deals no damage whatsoever.

I want to design a tank that functions almost exactly like the RA1 Mad tank did, but am still stuck at the damage factor of this logic


Here is my code

Code:
[MadEruptionWeapon]
Damage=1 ;was 400, changed 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
Burst=1
;RadLevel=100
Warhead=MADWARHEAD
Report=DemoTruckDie
Suicide=yes
AreaFire=yes


Code:
[MADWarhead]
Verses=100%,100%,100%,20%,10%,10%,0%,0%,0%,100%,100%
;InfDeath=0
;Radiation=yes
CellSpread=10
;CellInset=3  ; PCG: This means that the desolater won't autodeploy unless the target is 3 cells inside the max radius.
RelativeDamage=yes
RelativeDamage.Buildings=-100
RelativeDamage.Aircraft=0
RelativeDamage.Infantry=-30
RelativeDamage.Vehicles=-100
PercentAtMax=.1
AffectsEnemies=yes
AffectsAllies=yes
[/quote]

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 12, 2018 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

AnimalMan wrote:

Warhead=MADWARHEAD
[MADWarhead]

game is case sensitive. this mess doesn't work.

In addition, make sure your warhead is listed in the [Warheads] list

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Mon Feb 12, 2018 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

RelativeDamage warheads still use Verses= multipliers, which is 0% on the 3 vanilla building armors. If you're only testing the weapon on buildings, then it won't be dealing any damage.

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aka SavebearingBoss

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Feb 12, 2018 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks guys I feel like such an idiot. It works as intended now Smile

thanks both of you for help


Yes Guys, it deals damage just like a mad-tank.

DO you have any tips on how I can make the unit its more Mad-Tank style?

Of course a deploy animation.

Is it possible to release a pilot when deployed and about to imminently perform a suicide weapons?

Perhaps the utilization of gattling logic can achieve this? and a repeated burst effect before units final weapon suicides?

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Feb 12, 2018 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems

Suicide=Yes and Gattling Logic don't like eachother.

Cant make it killitself, and cut it weapons - it just wants to loop.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 12, 2018 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

try a dummy muzzle flash animation.
[MadEruptionWeapon]
Anim=SUICIDEANIM ;add to [Animations] list

art.ini
[SUICIDEANIM]
Image=CLRANIM ;create SHP with 10 empty frames of 1x1 pixel size (SHP can be reused for many other dummy purposes)
Damage=100 ;enough to kill the unit
End=1 ;play only 1 frame in this case


Though to get closer to RA1, you should use a deployer unit, which you make unable to undeploy. Because once starting the firing sequence, it shouldn't be possible to stop it anymore.
A simple Range=255 weapon to make the deployer shoot automatically once deployed should do the job.
Then make sure the projectile explodes immediately and doesn't travel the distance. e.g. ProjectileRange=0

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Wed Feb 14, 2018 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[MADMUZZLE]
Normalized=yes
Damage=1000



I tested your code - or rather ^^adapted it for my own.

I am getting weird effects. AKA - Lots of flameguy spawns.

is this because it wants an Image= ??



_____________

Code:

[MADMUZZLE]
;Normalized=yes
Damage=1000
Image=MADUMMY
Translucent=yes
Crater=yes
End=1


Still gives me flame guys. :hmm.. Ima check some warhead tags to see if they are causing it.


__________________


Yes turns out that Suicide=No with the warhead type will cause lots of Flame Guys to ocurr but will allow  Crew.TechnicianChance=100  to work. Suicide=Yes makes Crew.TechnicianChance=100 not spawn on deploy.


_______________




I will try another method, perhaps I can give it an ivanbomb style weapon, and plant a bomb on itself. :O :O :O :O :O

Il check the plausibility.

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