Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 4:44 pm
All times are UTC + 0
Wave attacks
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Darkfox
Civilian


Joined: 12 Nov 2007

PostPosted: Sun Oct 03, 2010 1:31 am    Post subject:  Wave attacks Reply with quote  Mark this post and the followings unread

Not to be confused with sonic waves, I mean an attack that creates a line of static animations that damage and destroy ground objects instead of a direct projectile attack. It would travel in a sequence rather than altogether and damages anything within that line caught in it. I tried damaging bits in ART.ini but even if I set a warhead to it, it doesn't do anything but fire damage. And tends to end up hurting the attack originator as well. Currently I am using a slow moving invisible projectile that instead of hitting directly bounces about leaving a trail of the damaging animations.

Is there any fixes/alternative methods that may give the kills to the attacker and give it self immunity as well as give a different warhead that will not just burn infantry like it were fire? Should I submit the current code?

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Oct 03, 2010 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Warheads in art.ini don't work on anything but debris. Only way I can think of to make something like you describe is particle based weapon, like the devil's tongue flame tank. Particle systems will accept any warhead you define and their movement can be customized quite a bit, though it's a bit complex system. Unit firing particles is also immune to being damaged by his own particles. Particle based weapons won't give the kills to the unit though (can never gain veterancy) and enemy AI units won't understand they are under attack by the unit, so they won't respond to being fired upon.

_________________

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Oct 03, 2010 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Think multiple stage cyborg reaper missile logic could also be used to create something like it. See how the reaper weapon works in firestrm.ini.

_________________

Back to top
View user's profile Send private message
Darkfox
Civilian


Joined: 12 Nov 2007

PostPosted: Mon Oct 04, 2010 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Now, how would I make them travel in a lined sequence towards the target?

Current code is:
Code:

; First stage
[Spiker1]
Damage=16
ROF=180
Range=10
ProjectileRange=10
Projectile=SpikerProj1
Speed=4
Warhead=SpikerWH
;Report=ZLRKFIR1

[SpikerProj1]
High=no
VeryHigh=no
Proximity=no
Cluster=1
Ranged=yes
Range=8
AG=yes
Image=SPIKER
ROT=4
Color=DarkGreen
Splits=yes
AirburstWeapon=Spiker2
IgnoresFirestorm=yes
RetargetAccuracy=100%

; Second stage
[Spiker2]
Damage=16
ROF=180
Range=10
ProjectileRange=2
;MinimumRange=2
Projectile=SpikerProj2
Speed=2
Warhead=SpikerWH

[SpikerProj2]
High=no
VeryHigh=no
Proximity=no
Cluster=1
Ranged=yes
Range=3
AG=yes
Image=SPIKER
;ROT=4
;Color=DarkGreen
Splits=yes
AirburstWeapon=Spiker3
IgnoresFirestorm=yes
;RetargetAccuracy=100%

[Spiker3]
Damage=16
ROF=180
Range=10
ProjectileRange=2
;MinimumRange=2
Projectile=SpikerProj3
Speed=2
Warhead=SpikerWH

[SpikerProj3]
High=no
VeryHigh=no
Proximity=no
Cluster=1
Ranged=yes
Range=3
AG=yes
Image=SPIKER
;ROT=4
;Color=DarkGreen
Splits=yes
AirburstWeapon=Spiker4
IgnoresFirestorm=yes
;RetargetAccuracy=100%

[Spiker4]
Damage=16
ROF=180
Range=10
ProjectileRange=2
;MinimumRange=2
Projectile=SpikerProj4
Speed=2
Warhead=SpikerWH

[SpikerProj4]
High=no
VeryHigh=no
Proximity=no
Cluster=1
Ranged=yes
Range=3
AG=yes
Image=SPIKER
;ROT=4
;Color=DarkGreen
Splits=yes
AirburstWeapon=Spiker5
IgnoresFirestorm=yes
;RetargetAccuracy=100%

[Spiker5]
Damage=16
ROF=180
Range=10
ProjectileRange=5
MinimumRange=2
Projectile=SpikerProj5
Speed=2
Warhead=SpikerWH

[SpikerProj5]
High=no
VeryHigh=no
Proximity=no
;Cluster=1
Ranged=yes
Range=
AG=yes
Image=SPIKER
;ROT=4
;Color=DarkGreen
;Splits=yes
;AirburstWeapon=Spiker5
IgnoresFirestorm=yes
;RetargetAccuracy=100%


Current looks pretty good though, a group of spikes shooting up from the earth making vehicles pop up where they are hit. Might decrease damage though since it is kinda high.

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Oct 05, 2010 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Lower the ProjectileRange in the 1st weapon stage, maybe to 2? Otherwise that 1st attack will travel a long distance before spawning the next stage. Play around with the projectile keys to change how the attack moves forward. I'm not sure how much each stage will actually cause damage since they might not be directly hitting any units, and if they did, that might stop the wave from advancing forward. You could try increasing Cluster= in the projectile.

_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 05, 2010 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkfox wrote:
Now, how would I make them travel in a lined sequence towards the target?

Raise the ROT of the projectiles to 100.
After a split, the new projectiles direction is always to the south/down. Thus with a low ROT, you'll see how the projectile flies in a curve towards the target again after each split.
Also give each projectile Acceleration=100. You can still set the projectile speed via the weapon, so you can decide if you want all spikes to appear almost at the same time or one after the other with a short delay.

The way i understand it, you want to create some kind of Starcraft lurker spike attack, which creates a line of spikes from the firing unit towards the target.

In this case make the projectile invisible with Image=none.
Then give the warhead a special animation which looks like a single spike that appears out of the ground.

Darkfox wrote:
Might decrease damage though since it is kinda high.
A weapon that is a cluster stage of a Splits=yes weapon always uses 10times the set damage.
In your posted code does that mean that
Spiker1 does 16 damage
Spiker2,Spiker3,Spiker4 and Spiker5 do 160 damage each.
So you should consider that when balancing the weapon.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Darkfox
Civilian


Joined: 12 Nov 2007

PostPosted: Tue Oct 05, 2010 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, that gave me a bit more of a working attack, and I rebalanced the damage so it does 20 each, which doesn't one-shot everything. Also the SPIKER image was an invisible image and the warhead does play a spike animation with a proper sound effect. The added effect is that vehicles pop up when hit, looking like the spike is causing them to be thrown off balance. Visually it looks pretty good. Current code is:

Code:
; First stage
[Spiker1]
Damage=20
ROF=120
Range=10
ProjectileRange=2
Projectile=SpikerProj1
Speed=16
Warhead=SpikerWH

[SpikerProj1]
High=no
VeryHigh=no
Proximity=no
Cluster=2
Ranged=yes
Range=2
AG=yes
Acceleration=100
Image=None
ROT=100
Color=DarkGreen
Splits=yes
AirburstWeapon=Spiker2
IgnoresFirestorm=yes
RetargetAccuracy=100%

; Second stage
[Spiker2]
Damage=2
ROF=120
Range=10
ProjectileRange=2
Projectile=SpikerProj2
Speed=2
Warhead=SpikerWH

[SpikerProj2]
High=no
VeryHigh=no
Proximity=no
Cluster=2
Ranged=yes
Range=2
AG=yes
Acceleration=100
Image=None
ROT=100
Splits=yes
AirburstWeapon=Spiker3
IgnoresFirestorm=yes
RetargetAccuracy=100%

[Spiker3]
Damage=2
ROF=120
Range=10
ProjectileRange=2
;MinimumRange=2
Projectile=SpikerProj3
Speed=2
Warhead=SpikerWH

[SpikerProj3]
High=no
VeryHigh=no
Proximity=no
Cluster=2
Ranged=yes
Range=2
AG=yes
Acceleration=100
Image=None
ROT=100
Splits=yes
AirburstWeapon=Spiker4
IgnoresFirestorm=yes
RetargetAccuracy=100%

[Spiker4]
Damage=2
ROF=120
Range=10
ProjectileRange=2
Projectile=SpikerProj4
Speed=2
Warhead=SpikerWH

[SpikerProj4]
High=no
VeryHigh=no
Proximity=no
Cluster=2
Ranged=yes
Range=2
AG=yes
Acceleration=100
Image=None
ROT=100
Splits=yes
AirburstWeapon=Spiker5
IgnoresFirestorm=yes
RetargetAccuracy=100%

[Spiker5]
Damage=2
ROF=120
Range=10
ProjectileRange=2
Projectile=SpikerProj5
Speed=2
Warhead=SpikerWH

[SpikerProj5]
High=no
VeryHigh=no
Proximity=no
;Cluster=1
Ranged=yes
Range=2
AG=yes
Acceleration=100
Image=None
ROT=100
;Splits=yes
;AirburstWeapon=Spiker5
IgnoresFirestorm=yes
RetargetAccuracy=100%


Doesn't exactly follow a line but closer to it. Damage is not as extreme but might use some more nerfing, then again the problem seems to be clustering Spiker2-5 at the end of the 10 range mark which is kinda funny. As far as balance goes though, it is more-so in the unit than the weapon, as it has several weaknesses that render it needing to be managed properly. I guess this teaches people to not get their units too close.

Lin Kuei Ominae wrote:
The way i understand it, you want to create some kind of Starcraft lurker spike attack, which creates a line of spikes from the firing unit towards the target.


Good call! That is the inspiration, and personally such a logic could easily apply to Tiberium lifeforms or other biological mutations.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 06, 2010 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

The code looks ok.

Though you can remove the Color=DarkGreen key from the first projectile. This key is only used when you have a voxel projectile that uses the remap colors.

You also have Cluster=2 on all 4 stages. This makes the 5th stage to be used 16times which is very high imo.
Overall your weapon now has for each attack
1 stage1 spike
2 stage2 spikes
4 stage3 spikes
8 stage4 spikes
16 stage5 spikes, which makes a total of 31 spikes.
Even with the now correct damage, it does 620 damage, which is extremely high imo.
If the target is only 2 cells away all 31 spikes would hit this target and the total damage of 620 would be enough to kill everything.

To give it a better balancing i would suggest you use only Cluster=1 and raise the damage after each stage.
e.g.
Spiker1 Damage=10
Spiker2 Damage=2
Spiker3 Damage=3
Spiker4 Damage=4
Spiker5 Damage=5
Then a close by target (2 cells away) would get a total of 150 damage and a target which is 10 cells away only 50 damage.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1576s ][ Queries: 11 (0.0088s) ][ Debug on ]