Nice idea using IsFlamingGuy logic. Too bad it won't work well for any offensive damage dealing, since IsFlamingGuy doesn't move over other units/buildings and only on free cells.
In addition does IsFlamingGuy move directly to any water tile that is closer than about 10 tiles away. So no random movement near water. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Nice idea using IsFlamingGuy logic. Too bad it won't work well for any offensive damage dealing, since IsFlamingGuy doesn't move over other units/buildings and only on free cells.
In addition does IsFlamingGuy move directly to any water tile that is closer than about 10 tiles away. So no random movement near water.
There's no way that can be fixed by making the guy a JumpJet BalloonHover like the Rocketeer, right? QUICK_EDIT
Yeah, allied nations especially america are evil _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
haha! I never knew until now that there is such tag.
I always wonder how that flame death animation does that movement around. I just found it on ModEnc.
Guys, do you know more about it, ModEnc states that it should be used on death animations, but you are using it for more stuff without problems, right? _________________
IsFlamingGuy is simply a key that makes an anim
-move randomly around (with movement similar to an infantry, thus avoiding obstacles like other units or buildings)
-use facing specific art for the movement
-attracted by nearby water (will move directly towards it if in range) _________________ SHP Artist of Twisted Insurrection: Nod buildings
well, that's a brilliant idea but is it possible that we can use this SHP as an image for a projectile for an air burst
because I have an idea of giving a plane the logic of carpet bombing and to make its projectile air burst and the new projectile cant be a voxel as you know hence for I wanna use the flaming guy logic in the air burst new projectile image
ofcourse with taking in mind this movement problem of the flaming guy QUICK_EDIT
what? use punctuation and be a bit more precise what you actually wanna do
TRUEGRIT wrote:
well, that's a brilliant idea but is it possible that we can use this SHP as an image for a projectile for an air burst
the SHP is only a short blue line, so if you like a short blue line as projectile, then yes, you can use it as image for a projectile.
TRUEGRIT wrote:
because I have an idea of giving a plane the logic of carpet bombing and to make its projectile air burst and the new projectile cant be a voxel as you know
Of course can projectiles be voxel.
This has nothing to do with air burst and carpet bombing.
TRUEGRIT wrote:
hence for I wanna use the flaming guy logic in the air burst new projectile image
IsFlamingGuy is art.ini anim logic
Projectile is rules.ini logic using a projectile image.
You see the difference?
TRUEGRIT wrote:
ofcourse with taking in mind this movement problem of the flaming guy
no clue what this has to do with projectile, voxel, carpet bombing or air burst.
Do you want IsFlamingGuy logic for random area damage delivery?
AirBurst logic does that already for you. No reason to use IsFlamingGuy for this.
If you want to do carpet bombing, there are better ways like this
1-It always crashed with me when I used a SHP projectile then airburst it into a VXL but never when vice versa
2-I thought that "IsFlamingGuy" is a Rule code not an Art one so my bad sorry about that
3-I already made a carpet bombing with Dropping=yes but your one is WAAAAY TOO MUCH GOOD so I would be gratful if you gave me the codes cuz I dont get it How the bombing is a curved line while it must be a straight line like I have in RA2
4-I now understand that flaming guy has nothing to do with carpet bombing it just won't add any noticable thing but that the Infantry will catch fire when hit
5- My whole idea was about that I thought that if I used this IsFlamingGuy will give me a result like when you attach GasCloudSys to the projectile when it give's you this clouds randomly moving around in the enemy base so when I saw this SHP moving like the Generals Particle cannon I wonderd if attached it to an airburst with using IsFlamingGuy code, it would give me a random laser SHPs moving around destroying what it ever it hits, but none of this happened it just gave me an awkward scene of small short thin lines falling from the plane even when I gave the projectile the code Drooping=no, I could hardly see the laser SHP after then
It was just crap.....and I'm sorry about my bad english writing I'm not good at using the punctuation
IsFlamingGuy is simply a key that makes an anim
-move randomly around (with movement similar to an infantry, thus avoiding obstacles like other units or buildings)
-use facing specific art for the movement
-attracted by nearby water (will move directly towards it if in range)
This is so Westwood...
yes, Reaper's death anim is bugged, but we added check of water tile for FlamingGuy _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
ExpireAnim doesn't work? You can use Weapon= and Damage.Delay= on that animation I guess
Also doesn't work. it doesn't fire a weapon at all. I let them ran over my base but nothing happened. I don't know why it's just a little, if next= or damage or weapon works. I would see the result already
warhead=, damage=, expireanim or next= or damage.delay=. All doesn't work but I am using preimpactanim and animlist is working but the next explosion only appear on the target not the last location of the cow. I could use shp builder to add the explosion in but it useless since no damage can be done. QUICK_EDIT
what? use punctuation and be a bit more precise what you actually wanna do
TRUEGRIT wrote:
well, that's a brilliant idea but is it possible that we can use this SHP as an image for a projectile for an air burst
the SHP is only a short blue line, so if you like a short blue line as projectile, then yes, you can use it as image for a projectile.
TRUEGRIT wrote:
because I have an idea of giving a plane the logic of carpet bombing and to make its projectile air burst and the new projectile cant be a voxel as you know
Of course can projectiles be voxel.
This has nothing to do with air burst and carpet bombing.
TRUEGRIT wrote:
hence for I wanna use the flaming guy logic in the air burst new projectile image
IsFlamingGuy is art.ini anim logic
Projectile is rules.ini logic using a projectile image.
You see the difference?
TRUEGRIT wrote:
ofcourse with taking in mind this movement problem of the flaming guy
no clue what this has to do with projectile, voxel, carpet bombing or air burst.
Do you want IsFlamingGuy logic for random area damage delivery?
AirBurst logic does that already for you. No reason to use IsFlamingGuy for this.
If you want to do carpet bombing, there are better ways like this
See DTA A10 Elite weapon.
Do you mind for the code of this carpet bomb? because I made them but each bomb wil firing into 9 tiles at the same time it's unlike yours. I like yours very much.
Code:
[AirburstCarrier]
Damage=1 ; remember this weapon doesn't cause dmg to target
ROF=15 ; reload rate increase to make reload time longer and vice versa
Range=10 ; range of weapon
Projectile=Carry ; the projectile code holds the logic for Bomblet
Speed=100 ; movement speed of Carry if its got visual artwork (invisible image weapons are instant hit regardless of speed)
Warhead=CarryWH ; determines what it can target, what animation to play before
Report=MigAttack ;KirovAttack ; sound to play if any when firing the Carrier
[WarthogBomblet]
Damage=120
ROF=10
Range=10
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=MIGWH
Report=MigAttack
[Carry]
High=yes
VeryHigh=yes
Proximity=yes
Ranged=yes
AA=no
;Cluster=3
Image=TOMALMIS ;image of Carrier ; use None if you want invisible image
;ROT=10 ; removed if using inviso image
Dropping=yes
Airburst=yes
AirburstWeapon=WarthogBomblet ;Bomblet ; If set, this projectile will fly over its target and detonate, firing 9 of these weapons down on and around the target. To work properly, the projectile also needs Airburst=yes. Those 9 shots will cover the 3x3 cell area centered on the target. This was used for the MultiMissile in TS. (ModEnc)
AirburstSpread=4
AroundTarget=no
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