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chaos clouds on new unit does damage and not chaos effect
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat Feb 27, 2010 5:38 pm    Post subject:  chaos clouds on new unit does damage and not chaos effect Reply with quote  Mark this post and the followings unread

Code:
[VIPER]
UIName=Name:VIPER
Name=Chaos Buggy
Prerequisite=YAWEAP,RADAR
Primary=CHAOSMISSILE
Strength=200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=8
CrateGoodie=yes
Crusher=yes
Owner=YuriCountry,BGen,MGen,CGGen
Cost=800
Soylent=800
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=LasherTankSelect
VoiceMove=LasherTankMove
VoiceAttack=LasherTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=CHAOSMISSILEE

[CHAOSMISSILE]
Damage=60
ROF=80
Burst=4
Range=5
Speed=50
Projectile=chaospromis
Warhead=chaosWH
Report=BoomerAttack1
Lobber=yes
Bright=yes
FireWhileMoving=no
OmniFire=yes
BurstDelay0=16

[CHAOSMISSILEE]
Damage=60
ROF=60
Burst=8
Range=6
Speed=50
Projectile=chaospromis
Warhead=chaosWH
Report=BoomerAttack1
Lobber=yes
Bright=yes
FireWhileMoving=no
OmniFire=yes
BurstDelay0=14

[chaospromis]
Image=DRAGON2
AA=yes
AG=yes
Inaccurate=yes
High=no
ROT=50

[chaosWH]
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,95%,90%,80%,75%,60%,80%,70%,60%,60%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=CHAOSBOOM
ProneDamage=25%

[ChaosCloud1]
Image=CHAOSCLOUDP
MaxDC=30
MaxEC=1000
Damage=5
Warhead=ChaosGasPWH
StartFrame=0
EndStateAI=20
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4

[ChaosGasPWH]
CellSpread=1
PercentAtMax=1
Verses=100%,100%,100%,70%,60%,50%,0%,0%,0%,100%,0%
InfDeath=8
Psychedelic=yes
Particle=ChaosCloudSys
ProneDamage=300%

[ChaosCloudSys]
HoldsWhat=ChaosGasCloud1
BehavesLike=Gas

[ChaosGasCloud1]
Image=WCCLOUD1
MaxDC=60
MaxEC=1000
Damage=50
Warhead=ChaosGasPWH
StartFrame=0
EndStateAI=28
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=ChaosGasCloudD1

[ChaosGasCloudD1]
Image=WCCLOUD1
MaxDC=60
MaxEC=50
Damage=10
Warhead=ChaosGasPWH
StartFrame=0
EndStateAI=12
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes


art:

[CHAOSBOOM]
Normalized=yes
Translucent=yes
UseNormalLight=yes
SpawnsParticle=ChaosCloud1
NumParticles=3


The vehicle works fine, it shoots and everything. the unit works perfectly but the chaos clouds do damage instead of doing the chaos effect Sad

Does anyone spot what I did wrong?


also does anyone know a better way todo this? I just want the chaos buggy to shoot missiles that makes a big red explosion that makes units get chaos, but i want it to do damage aswell :p so you think of a better way then using virus logic, say it xD

thanks for anyone help or attempt of help. thanks for your time reading aswell xp

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Feb 27, 2010 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure that effect can be placed on a particle. You'd need your main warhead to have Psychedelic=yes on it.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Feb 27, 2010 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well for one OpportunityFire=no (default i.e. omitting it is fine) prevents unit from firing on the move.

OmniFire=yes means unit doesn't need to turn around to attack unit which is pointless as your unit has Turret=yes the exception being disks because of TurretSpins=yes

Also due to coding differences from TS/YR, BurstDelay is on the unit not the weapon for it to work

Inaccurate=yes also does not work on weapons which have Tracking i.e. your ROT so this weapon will track targets.

To have a better alternative to that random gas, I suggest sharpnel creating chaos effect it will also lag less then particles if you keep it to a sensible number

_________________

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Mar 08, 2010 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I took AG's Idea (and advice :p so i did some cleanin). Though the Sharpenal thingy gives IE. Sad

I wanted to post earlier but Internet bad+school+some new videos games=never on computer on message boards :p as usual, thanks for any help Smile (also what would a sensible number be? 3-5?

[CHAOSMISSILE]
Damage=60
ROF=80
Burst=4
Range=5
Speed=50
Projectile=chaospromis
Warhead=chaosWH
Report=BoomerAttack1
Lobber=yes
Bright=yes
FireWhileMoving=no

[CHAOSMISSILEE]
Damage=60
ROF=60
Burst=8
Range=6
Speed=50
Projectile=chaospromis
Warhead=chaosWH
Report=BoomerAttack1
Lobber=yes
Bright=yes
FireWhileMoving=no

[chaospromis]
Image=DRAGON2
AA=yes
AG=yes
High=no
ROT=10
ShrapnelWeapon=CHAOSSHARPENAL
ShrapnelCount=3

[CHAOSSHARPENAL]
Damage=50
ROF=100
Range=.7
Projectile=SmallCometP
Speed=100
Report=BoomerAttack1
Warhead=ChaosWHX2

[chaosWHX2]
CellSpread=1.2
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,95%,90%,80%,75%,60%,80%,70%,60%,60%,0%
Conventional=yes
InfDeath=2
AnimList=CHAOSBOOM
ProneDamage=25%
Psychedelic=yes

[chaosWH]
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,95%,90%,80%,75%,60%,80%,70%,60%,60%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=CHAOSBOOM
ProneDamage=25%

[MCCHICKENROYALEPLACEHOLDEREDITION]
Primary=CHAOSSHARPENAL

both units added to their proper types.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Mar 08, 2010 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to give the shrapnel weapon to a dummy unit, such as XCOMET or UTNK.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 09, 2010 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Use the ElitePrimary or EliteSecondary on WEEDGUY as a weapon placeholder. That works for me.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Mar 09, 2010 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

see the
[MCCHICKENROYALEPLACEHOLDEREDITION]
Primary=CHAOSSHARPENAL
???

it be the dummy unit .-.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Mar 09, 2010 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is that listed on a [TechnoTypes] list anywhere?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Mar 10, 2010 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

there is a technotypes list? O.o (that most likley means no lol)

I did not realize dummy units had to be added to a special list... two of my other dummies are not :/

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Mar 10, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it on the infantry, vehicle or aircraft list? Jesus.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Mar 11, 2010 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

as i stated in the very first post yes. jeeze.

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