[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
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. _________________ aka SavebearingBoss QUICK_EDIT
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 _________________ SHP Artist of Twisted Insurrection: Nod buildings
Still gives me flame guys. :hmm.. Ima check some warhead tags to see if they are causing it.
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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.
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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
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