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Cloaking super weapon possible?
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 8:12 am    Post subject:  Cloaking super weapon possible? Reply with quote  Mark this post and the followings unread

So I read about this AttachEffect but I'm not exactly sure if this is possible so I'm trying to give it a shot. Heck, I don't really know how this AttachEffect works as I have average to below average knowledge when it comes to coding/modding. I use IronCurtain so AI will cloak its own units then engage.

The thing is, it didn't work. So, is it possible to make a cloaking super weapon?

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Jun 04, 2017 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
AttachEffect
The AttachEffect system was designed as a spiritual
successor to NPatch‘s Upgrade logic,
but it was aimed to not be limited only to superweapons.
AttachEffect tags can be applied to both the Big Four (all TechnoTypes) and Warheads, unless stated otherwise.


http://ares-developers.github.io/Ares-docs/new/attacheffect.html ( keep the documentation handy !!)

alright short answer yes it can. long answer welp thats on you how you want it to work.
I am assuming you know the basic or foundation of modding, like how to mod weapons and units. I would suggest working with it on basic weapon to experiment with it, then adapting it to a superweapon once you are more familiar with ARES.

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chr0nicz420
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Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes I'm always reading the documentation first before trying some sort of experiments.

Anyway, here's my attempt on Cloaking super weapon:

Code:

[CloakingSpecial]
UIName=Name:Iron
Name=Cloaking
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.1
Type=IronCurtain
Action=IronCurtain
SidebarImage=IRCRICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3
SW.Range=3
SW.Animation=CLOAKRING
SW.AnimationHeight=1
SW.AffectsHouse=team
SW.RequiresTarget=infantry,units
Protect.Duration=0
AttachEffect.Duration=-1
AttachEffect.SpeedMultiplier=2
AttachEffect.Cloakable=yes


One is it kills infantry and the other is it's not making the units cloaked.

Maybe it's a mistake to make a super weapon based on Iron Curtain? But if I use something else, it might not work effectively well on AI. Or am I doing it wrong on AttachEffect?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Jun 04, 2017 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Type and Action need to change. It's what kills off the poor troops. Why would you go Order 66 on 'em?

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Last edited by TAK02 on Sun Jun 04, 2017 10:40 am; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jun 04, 2017 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

You should create a GenericWarhead SW with all AttachEffect properties applied through it's warhead.

Using IronCurtain for this is nonsense.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay but how about AI's actions?

Ideally I want to make it similar to AI Iron Curtain where they'll form units near enemy base, using the Cloaking super weapon, then proceed the attack.

That's why I used the Iron Curtain as a base.

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chr0nicz420
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Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

So I made it work using GenericWarhead as super weapon type thanks to Graion.

Code:

[CloakingSpecial]
UIName=Name:Iron
Name=Cloaking
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.1
Type=GenericWarhead
Action=IronCurtain
SidebarImage=IRCRICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3
SW.Range=3
SW.Damage=0
SW.Warhead=CloakWH
SW.Animation=CLOAKRING
SW.AnimationHeight=1
SW.RequiresTarget=land,water

[CloakWH]
CellSpread=3
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,00%,0%,0%,0%,0%
AnimList=CLOAKRING
Ripple.Radius=79
AffectsAllies=yes
AffectsEnemies=no
AttachEffect.Duration=-1
AttachEffect.SpeedMultiplier=2
AttachEffect.Cloakable=yes


Though I retained the super weapon action as Iron Curtain. This may be a stupid question but does that mean AI will use this super weapon similar on how AI uses Iron Curtain?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jun 04, 2017 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

It's tied to Type as far as I know, not Action. So no, I don't think it will.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Then how will I make AI to use this super weapon? It seems AI won't use this super weapon ideally.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jun 04, 2017 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd consider a halfly functioning variant of this (by using ally PsyDom targeting) better than something completely not working.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like this?

Code:

[CloakingSpecial]
UIName=Name:Iron
Name=Cloaking
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.1
Type=GenericWarhead
Action=IronCurtain
SidebarImage=IRCRICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3
SW.Range=3
SW.Damage=0
SW.Warhead=CloakWH
SW.Animation=CLOAKRING
SW.AnimationHeight=1
SW.RequiresTarget=land,water
SW.AITargeting=PsychicDominator
SW.AIRequiresTarget=units,infantry
SW.AIRequiresHouse=owner


But according to the info on PsychicDominator:
Quote:
Selects the valid target that has the most enemy units in Cell Spread range 3 nearby that can be permanently mind-controlled.


So will that be disregarded by SW.AIRequiresHouse?

Man, if only there's an Iron Curtain AI Targeting...

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Sun Jun 04, 2017 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

chr0nicz420 wrote:
Man, if only there's an Iron Curtain AI Targeting...

But there isn't, as that is done through aimd.ini.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

nlspeed wrote:
chr0nicz420 wrote:
Man, if only there's an Iron Curtain AI Targeting...

But there isn't, as that is done through aimd.ini.


It only works with Action/Type=IronCurtain super weapon. Hence, only Iron Curtain.

What I mean is AI will use the super weapon similar on how and when they use their Iron Curtain.

Just like a Parabomb super weapon uses ParaDrop as its base super weapon yet its AI Targeting is Nuke(Or whatever preference does other people have) and not ParaDrop.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 04, 2017 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use SW.AITargeting=Base, the AI will then randomly fire it at units waiting in their base, which will then often be sent to attack soon after. I doesn't always work but it's the best method that I know of for making the AI use a super weapon like this on their own units.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Jun 04, 2017 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm I see. I'll try to go with that. Thanks!

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Mon Jun 05, 2017 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Use SW.AITargeting=Base, the AI will then randomly fire it at units waiting in their base, which will then often be sent to attack soon after. I doesn't always work but it's the best method that I know of for making the AI use a super weapon like this on their own units.


Agreed here. I use SW.AITargeting=Base for all buff-type SWs, such as a cloaking field, a permanent armor buff, and a healing circle. I too recommend this for best results.

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