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rubble & deathweapons
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Tratos
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Joined: 01 Jan 2003

PostPosted: Fri Sep 28, 2018 2:48 pm    Post subject:  rubble & deathweapons Reply with quote  Mark this post and the followings unread

I need some help with this one, I have a structure that kills itself after a certain amount of time has passed (using ammo as a countdown & NoAmmoWeapon= to trigger a secondary with suicide). When it kills itself I want it to turn into a second structure via rubble.

The issue is that it does not matter who or what kills it, itself, a friendly or an enemy, it will spawn the rubble.

Can anyone think of a workaround whereby it either only spawns the rubble when it kills itself OR if something else kills it (friendly or enemy) it also destroys the building it spawns?

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Sep 28, 2018 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you tried putting DeathWeapon.Suppress=<building> on the weapon that it uses to kill itself and giving it a deathweapon that destroys the rubble? or if need be, delayed with an animation?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Sep 28, 2018 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess you are using my way but it's Suicide=yes kills the firer no matter what. So if you want to use DeathWeapon.Suppress, you need to change my weapon code, omit Suicide=yes, make it detonate on self, and add DamageSelf=yes on the building.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Fri Sep 28, 2018 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I’m doing it a similar way but using a positive initial ammo. Using the ROF and ammo= count to determine the ‘timer’.

Does deathweapon.suppress= work for buildings? If so that will probably do it. The ares docs page only states units.

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