Posted: Sun Oct 03, 2010 1:31 am Post subject:
Wave attacks
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? QUICK_EDIT
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. _________________ QUICK_EDIT
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. _________________ QUICK_EDIT
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. QUICK_EDIT
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. _________________ QUICK_EDIT
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
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:
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. QUICK_EDIT
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
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