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Explode on deploy, how do you make the radius bigger?
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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sat Jun 19, 2010 7:51 pm    Post subject:  Explode on deploy, how do you make the radius bigger? Reply with quote  Mark this post and the followings unread

Greetings.

I had the idea to give the stealth tank a secondary ability which is to be able to detonate itself in key locations. This originated heavily from that Steal-Eva-Unit-Nod-Campaign mission from FS.

I managed to get the deploying part working, it deploys into an invisible building with a dummy activeanim that kills the building. This building then has explodes=yes and explosion=boom (anim to display).
The boom-anim then has several nifty tags attached to it to make it explode violently. To make the stealth tank deploy propertly I had to include the tag IsMobileStealth=yes on the building it deployed into,
otherwise it wouldn't deploy on the right cell (it deployed on the cell just above where I clicked the deploybutton).

The big, stupid, problem though that I can't make the explosion affect things farther away. The damageradius= tag (in art.ini) is useless it seems.
So the explosion only affects things 1 cell away at most and it doesn't even affect buildings that are bigger than 2x2 foundation for some reason.
It only damages 2x2 buildings when it's anywhere just next to it except for the corners of the buildings (it doesnt do any damage there whatsoever).

Here's the code for the explosion animation:

[BOOM]
Translucent=no
UseNormalLight=yes
Report=EXPNEW09
Flamer=yes
Crater=yes
Scorch=yes
Surface=yes
Rate=750
Damage=20000
DamageRadius=7200
Warhead=DEMOBOMBWH

So my questions are:
1. How do i increase the radius of the explosiondamage to make it affect units farther away?

2. Is it possible to make the tank deploy on the spot without the tag IsMobileStealth=yes? Why I want this is because the building uses the image of the deployed mobile SGEN and it doesn't fit.

EDIT: Update 1:
Ok I tried simply giving the Explodes=yes and Explosion=BOOM to the STNK itself...turns out it now works as it should do (from TS:FS) only that it needs to die by enemy fire and can't really use the deploy-part.
So a structure getting destroyed with explodes=yes doesn't do anything, but a unit with explodes=yes does massive damage.

Note: I switched the anims up (explosion=blablarandomanim) and the damage dealt ingame was the same, regardless of how much damage was set to that specific anim in art.ini. It seems the art.ini tags are worthless..

If anyone can come up with a solution I'd be happy.


/E_P

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Last edited by Elite_Pirate on Sun Jun 20, 2010 2:56 pm; edited 2 times in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Jun 19, 2010 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't the Spread of damage controlled from the Warhead? I don't know the tag's proper name (it changed to CellSpread in RA2 and I mod RA2 primarily) but I am sure Spread= on your warhead should get it to spread damage further.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sat Jun 19, 2010 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Art.ini entries appear to completely ignore what kind of warhead is applied to it afaik. But the Warhead= do give it a generic flame-type-warhead-thingy I believe. The DEMOBOMBWH is in this case just a dummy WH.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 20, 2010 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

In TS, the spread is very limited (3x3 cells is max iirc). This is one of the reasons why RA2 has the CellSpread logic instead of the Spread logic.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jun 20, 2010 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't it possible to use debris on the building that gets destroyed that is invisible and powerful and travels farish?

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun Jun 20, 2010 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's how I would handle it. You'd need to fake it a little to get the right effect so you spawn your own inviso debris that does a good chunk of damage.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sun Jun 20, 2010 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

So there's no way to make this possible without using the invisible-debris trick?

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Jun 21, 2010 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd just go with debris, you're not going to squeeze anything else out of the explosion using the warhead.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Jun 21, 2010 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Explodes=yes on the unit / building can be used to some effect. The force of the explosion is determined by a few things like the primary weapon and its warhead. Pretty sure high enough damage on the weapon makes this deal damage on a very large area. Here's more detailed information on it:
http://modenc.renegadeprojects.com/Explodes

And like the others said, debris can be used too. As a test I've made a building explode for 10 secs on about 20x20 size area. That slowed down the game a bit though Laughing

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Mon Jun 21, 2010 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Explodes=yes on the unit / building can be used to some effect. The force of the explosion is determined by a few things like the primary weapon and its warhead. Pretty sure high enough damage on the weapon makes this deal damage on a very large area. Here's more detailed information on it:
http://modenc.renegadeprojects.com/Explodes

And like the others said, debris can be used too. As a test I've made a building explode for 10 secs on about 20x20 size area. That slowed down the game a bit though Laughing


Orly, interesting.

But what part of the primary weapon will determine the radius of the explosion then?

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Jun 22, 2010 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't know exactly, try experimenting by raising the damage of the weapon, putting spread on the warhead at 6 and increasing the unit's hp. I once gave the Orca Bomber Explodes=yes, it took out nearly half of my base when it died.

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