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Death Animation + Veterancy
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 15, 2008 3:08 am    Post subject:  Death Animation + Veterancy Reply with quote  Mark this post and the followings unread

I've recently noticed a small problem. In Twisted Insurrection, The veterancy is simmilar to RA2's style, where a unit kills something three times it's cost to get promoted once, and six times it's cost to get to the secondary stage of veterancy. During a units Death animation, the unit can still be fired upon, and whenever it gets fired upon, during the death animation, the veterancy for killing this unit still gets raised everytime it's shot. The Cyborg reaper for example, when it dies, it has like a four second death animation and every time it gets shot during that time, units still get the cost of the reaper added to their veterancy points. Is there a way to prevent this from happening?

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Jan 15, 2008 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn't this a standard TS bug? And a nice way to boost disruptors up to elite, also..

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Tue Jan 15, 2008 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps if it's such an evident problem, you could substantially increase the amount of points required for veterancy (as you know the points are relative to cost).

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 15, 2008 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not really that big of a problem, but if there is away around it, It'd be helpful, as I don't plan on changing the veterancy level. I've been looking for a solution for a while now, but I can't seem to find one, apart from removal of the death animations.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Jan 15, 2008 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I've never come across this problem, maybe we'll just call it robot corpse target practice points #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 15, 2008 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... Well I'm not really sure whether this is a bug or not, but the only way I've discovered in-order to remove this problem would be to remove the death animation, which I don't really want to do. If anyone can come up with a soultion, be sure to let me know.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jan 15, 2008 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Off-topic: why a triple post?
On-topic: IIRC, you can reduce the Cyborg Reaper death anim. In the artfs.ini, it has some kind of tag that says how long the death anim must loop...
EDIT: why do Aro and TeamBlack have the same name and avatar? It's confusing :S

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 15, 2008 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
EDIT: why do Aro and TeamBlack have the same name and avatar? It's confusing :S


It was going to be something funny, until we got told off about it... Rolling Eyes

Quote:
On-topic: IIRC, you can reduce the Cyborg Reaper death anim. In the artfs.ini, it has some kind of tag that says how long the death anim must loop...


You can reduce the death animation, but non-the-less no matter how long the Death animation is, the same problem will continue to occur. I've become aware that the only possible way to edit this problem from happening is to edit the .EXE, which is all good, but I'm not sure what I'll be looking for. Anyone know what I should look for in the .EXE to solve a problem such as this?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Jan 15, 2008 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No simple change, that^^

I don't think this is really worth losing sleep over..

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 15, 2008 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be honest, I think you're right. I'll just leave it be, and If it becomes worse of a problem than I actually thought it was going to be, I'll just simply remove the Death Animations. Non-the-less, If someone is aware of how to fix this problem in the .EXE, please do let me know. Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 15, 2008 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

not in the exe, but a workaround in the inis.
As you may noticed, homing weapons disappear as soon as the target is destroyed.
Give the unit with a deathanim an explosionanim that makes very low damage but enough so the unit dies again and again. (make it loop long enough so it lasts until the unit disappears)
If you now change all weapons (even the straight cannons) to homing weapons (ROT=1 for cannons), they won't hit the target anymore and the units don't gain veterancy from the dead unit anymore.

if you don't want to make a new explosionanim, you can use an invisible debris too. A unit with a deathanim spawns after every hit the debris, so with one that flies only a half cell, the debris would hit the unit itself, that again causes the unit to spawn a debris.

\EDIT
another thing you can do is extracting the death frames from the unit and make a normal explosion anim with them. Then add this custom explosion anim to the unit and remove its deathanim.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 15, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
if you don't want to make a new explosionanim, you can use an invisible debris too. A unit with a deathanim spawns after every hit the debris, so with one that flies only a half cell, the debris would hit the unit itself, that again causes the unit to spawn a debris.


Ahh, This sounds good. I was told by someone who shall not be named that the only way around it was by modifying the .EXE. Could you give me a code example of what you mean, please?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 16, 2008 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you use this workaround, you still have to make all weapons homing, because straight shooters like mg or ticktank cannon don't disappear if the target dies.

anyway, here an example code (don't know if it works, haven't tested this)
Code:

[VoxelAnims]
1=PIECE
...
11=ReapDebr

[REAPER]
Name=Reaper
...
MaxDebris=1
DebrisTypes=ReapDebr ;the new dummy debris
DebrisMaximums=1

[ReapDebr]
Name=Reaper dummy debris
Image=none
Elasticity=0
MinAngularVelocity=1.0 ;tweak around with these so the debris hits the unit itself
MaxAngularVelocity=1.0
MinZVel=1.0
MaxZVel=1.0
MaxXYVel=1.0
Duration=5
Damage=1 ;not much damage here
DamageRadius=100 ;big radius so we hit the reaper
ExpireAnim=none ;we don't want repeating explosions
Warhead=HE

now the reaper should spawn debris after debris, this way dies again and again all over the death anim and normal units shouldn't even have the time to turn their turrets to the dying reaper, because they lose their target every time the reaper dies again.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Jan 16, 2008 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

...meanwhile mr tick tank gets promoted to General for shooting all those dying reapers #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 16, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you just c/p the Reaper dying anim from his (it's?) sequence to a new anim, and make that the Reaper's explosion? It's much easier...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 16, 2008 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

The same problem still occurs, even with LKO's code. Confused Ahh, no worries, I'll just remove the Death-animation, no big deal. Thanks for your help.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Jan 16, 2008 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remove the death anim, are you kidding Surprised

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Jan 16, 2008 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

you could use the Explosion= line and make a new "explosion", using the reaper death anim.
But I guess you would lose the Housecolor then...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 16, 2008 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Remove the death anim, are you kidding


It's bugged anyway. Sometimes when it dies, It continues to move, then just randomly blows up.

Edit: Chriz was faster. #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jan 17, 2008 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stygs/Chriz: I suggested that too #Tongue

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