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Regarding Prism Tower.
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Sep 24, 2018 5:33 pm    Post subject:  Regarding Prism Tower. Reply with quote  Mark this post and the followings unread

So I'm trying to make my Prism Tower has different warhead animations for the normal shot and the enhanced shot. I'm using the Overpowerable=true tag.

Code:
[ATESLA]
UIName=Name:ATESLA
Name=Allied Prism Cannon
Image=GASPRS
BuildCat=Combat
Prerequisite=POWER
Strength=750
Armor=steel
TechLevel=6
Adjacent=4
Sight=8
Owner=Alliance,Americans
RequiredHouses=Alliance,Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
PrismForwarding=yes
PrismForwarding.MaxChainLength=-1
PrismForwarding.Targets=ATESLA
PrismForwarding.BreakSupport=yes
PrismForwarding.SupportModifier=200%
PrismForwarding.SupportWeapon=PrismSupport2
Overpowerable=true
Cost=1500
Points=30
Power=-75
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
Primary=PrismShot
Secondary=PrismShotOP
Turret=no
TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
Sensors=yes
SensorArray=yes
SensorsSight=10
ImmuneToEMP=no


Weapon, overpowerable weapon, support weapon, and their warheads' codes:
Code:
[PrismShot]
Damage=150
ROF=30 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Report=PrismTowerAttack

[PrismShotOP]
Damage=150
ROF=30 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead2
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Report=PrismTowerAttack

[PrismSupport]
Damage=300
ROF=30 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismSuppWH
;LaserInnerColor = 32,48,216
;LaserOuterColor = 24,24,96
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
IsHouseColor=true

[PrismWarhead]
Verses=200%,100%,100%,100%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wall=yes   ; SJM: This allows Prism Cannons to destroy bridges (approved by DB)
AnimList=PRISMEXP

[PrismWarhead2]
Verses=200%,100%,100%,100%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wall=yes   ; SJM: This allows Prism Cannons to destroy bridges (approved by DB)
AnimList=COMETEXP

[PrismSuppWH]
ElectricAssault=yes
Verses=200%,100%,100%,100%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wall=yes   ; SJM: This allows Prism Cannons to destroy bridges (approved by DB)



So the thing here is, it seems the Overpowerable tag isn't working? Or maybe I'm misunderstanding something here. According to ModEnc, once there's Overpowerable tag, that means it should be able to use the Secondary weapon, hence my Prism Tower should be able to use its second warhead but unfortunately it's still using the first warhead(That also means it's using its Primary weapon and not the Secondary) since it's still using the PRISMEXP as warhead animation. Take note that my warheads and weapons are already in the [Warheads] and [WeaponTypes] lists respectively. Obviously even the animations too.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Mon Sep 24, 2018 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

The PrismForwarding logic won't make new warhead anims appear, unfortunately.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Sep 24, 2018 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

gameaddict11707 wrote:
The PrismForwarding logic won't make new warhead anims appear, unfortunately.

Oh is that so... Thanks for the reply though!

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Sep 25, 2018 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks like you've a bit misunderstood a few things.

First of all, Overpowerable key relates to the tesla coil support feature, it has no connection to the prism tower support feature they are separate features.

Thus it won't apply any change to the prism tower link-up logic, only work by itself when tesla trooper like weapon supports.

Not sure where you even got the idea to think they relate if looked up original uses.

Now, the prism support by itself merely acts as a booster to the original damage of primary weapon and the secondary 'dummy weapon' (your idea rests on the understanding that secondary is used like normal weapon which is not case) may only used to set limited variables to this like range etc, not issue new anims and such and idea of using tesla overpowerable to override this is certain to fail.

Shortly put, the two logics were never designed to work together and partially override the other, else good idea.

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