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Explosions help
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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Feb 15, 2017 11:08 pm    Post subject:  Explosions help
Subject description: Help with explosion behavior
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I would like ask two questions about explosion anim and warheads.

1) Is there any way to make warhead to cause damage to area with radius about 5 cell with damage reduced based on distance from center? I am trying to make proper behavior for ICBM launcher, Spread value for warhead seems not working as expected. Temporary I use part of chem missile code to spawn 5 explosions with particle system, but spread and damage dealt values  differ. Usually units/building stay intact near target, sometimes get completely destroyed. I am seeking for explosion behavior that will always grant wide area damage, but with lowering damage over distance.

2) Is it possible to add EM effect for animation? In my mod I am trying to nerf EMpulse cannon by adding EM effect explosion when destroyed. Tried to set EM warhead for explosion anim and some damage for duration, but it didn't make any effect.

Any help/suggestions appreciated.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Feb 16, 2017 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

1) RA2 has a key for this which would make it easy but TS, you are forced to try lots of things with debris or other trickery and getting consistent results is problematic at best. You could try assigning longer range for debris with lower damage to try mimic it.

2) Unfortunately assigning warheads to anims is not possible in TS as they are hard coded to use Fire2 (you could change this but that would also ruin any fire damaging anims in process) in the end regardless which one you assign to them. Only exception to this is debris anims that can use defined warheads.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 16, 2017 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

1: a good way would be a combination of Web logic damaging particles and the usual warhead Spread distribution.
Web logic creates exactly 1 particle per cell, thus a perfect even distribution of damage (unlike art.ini debris which are randomly fired in all directions and also don't work on water)
Spoiler (click here to read it):

Code:
[ExampleWeapon]
Damage=100
Warhead=HEAreaWH

;add the other warhead keys like Verses etc
[HEAreaWH]
Spread=128 ;affect a 3x3 area with the warhead (half damage for the 8 cells outer ring)
Verses=100%,85%,70%,35%,28%
Webby=true
WebDuration=0
WebDurationVariation=0
WebRadius=3  ;LKO: not really 5x5 and more circular round
Particle=AreaDamageSys

;add this to [ParticleSystems] list
[AreaDamageSys]
HoldsWhat=AreaDamagePart
Spawns=yes
SpawnFrames=1
BehavesLike=Fire
Lifetime=1

;add this to [Particles] list
[AreaDamagePart]
Image=CLRANIM ;an SHP with 10 empty 1x1 pixel frames
MaxDC=25      ;LKO: give the outer area a 25 frames delay before damage is done (like explosion spreading outwards)
MaxEC=30      ;LKO: delete the particles after the damage has been done
Translucency=0
Velocity=1
Deacc=0.001
WindEffect=0
StartStateAI=1      ;LKO: first SHP frame
EndStateAI=4      ;LKO: last SHP frame
StateAIAdvance=1   ;LKO: every n timesteps, raise SHP frame by one
DeleteOnStateLimit=no   ;LKO: loop the anim (yes would remove the particle after the 4th frame was played)
Damage=100
Warhead=HE
BehavesLike=Fire   ;LKO: this makes it use correctly the warhead verses (unlike Gas)

this example should do 200 damage on the center cell, about 150 damage on the 8 cells in the 3x3 ring and 100 damage on every cell outside the 3x3 area.
-every cell in a 3 cell radius gets 100 damage from the particlesystem
-the center cells get in addition the damage from the usual weapon+warhead


Once you got this working, you can go a step further and use Splits=yes logic on the projectile to create a second explosion which uses a warhead with an even bigger web radius effect, but less damage.
So you have 3x3 by warhead + 5x5 by weblogic and additional higher radius by the second warhead.

Splits=yes logic would be also the way to combine a damaging warhead with an EMEffect warhead, since EMEffect does by default no damage.

In theory you can use multiple Splits stages to create 1 Web logic warhead for each Radius and this way have a slowly expanding explosion with each bigger radius doing less damage.

2. As Apollo mentioned, only art.ini debris (anims with Bouncer=yes and the other necessary debris keys) can use the assigned warhead.
Special logics on warheads however, work only in rules.ini (and only on weapons). Art.ini debris use only the standard warhead keys for spread and verses etc, but not Webby or EMEffect logic.

Since there is no way to make a destroyed building fire a weapon again, you can't have an EMEffect for the destroyed Pulse Cannon.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Thu Feb 16, 2017 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
a good way would be a combination of Web logic damaging particles and the usual warhead Spread distribution..


Thanks for the idea, works perfect Smile

LKO wrote:
Special logics on warheads however, work only in rules.ini (and only on weapons)


Sadly, seems to be true, tried many ways: explosion anim, special debris, debris explosion, also hoped that Explodes=yes would launch weapon logic, but not worked, warhead anim was played but no other effects, looks like for EM duration uses only Damage value in weapons section but no from other sources.

Thanks for help, I'm grateful for the ICBM solution.

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