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New weapon idea: temporal bomb, research thread
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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Wed Mar 31, 2004 1:48 am    Post subject:  New weapon idea: temporal bomb, research thread Reply with quote  Mark this post and the followings unread

I had an idea for my mod, a time warp explosion. it would have an enlarged version of the chronosphere animation and would vanish a large area in one explosion. (like demotruck, but the explosion time warps everything like the chrono legionare instantly) if i set the damage to like 400, would it kill everything instantly or would it 'emp' it for a few seconds?

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Wed Mar 31, 2004 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, here is what i have, and it works until i tell it to attack something. it goes next to it and the game crashes.



Code:
[CHRONOBOMBER]
UIName=Name:CBOMBR
Image=TRUCKA
Name=Time Distortion Device
Prerequisite=RADAR
Category=AFV
Primary=ChronoBomb
Secondary=none
Strength=100
Armor=light
Turret=no
TechLevel=8
Sight=8
Speed=6
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=1500
Points=50
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=DemoTruckSelect
VoiceMove=DemoTruckMove
VoiceAttack=DemoTruckAttackCommand
VoiceFeedback=
DieSound=DemoTruckDie
MoveSound=DemoTruckMoveStart
CreateSound=DemoTruckCreated
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2
MovementZone=Normal
ThreatPosed=50
DamageParticleSystems=SparkSys,SmallGreySSys
MaxDebris=2
DebrisTypes=TIRE
DebrisMaximums=4
Size=3
DeathWeapon=ChronoBomb
Explodes=yes
CanPassiveAquire=no
CanRetaliate=no
Trainable=no

[ChronoBomb]
Damage=5000
ROF=20
Range=1
Suicide=yes
Speed=100
Projectile=InvisibleLow
Warhead=ChronoBombWH
Report=ChronosphereMove

[ChronoBombWH]
CellSpread=6
AnimList=WARPIN
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0%
Temporal=yes



ok, so whats wrong?i really hope this is possible.[/code]

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Mar 31, 2004 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Temporal= doesn't work with CellSpread=.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Wed Mar 31, 2004 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

One of my friends came up with an idea very similar to this many months ago, but unfortunately a weapon with Temporal= can only be used against one target at a time.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Wed Mar 31, 2004 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, then i could always just make a regular bomb with the chronosphere effect, but it still wont be the same... damn westwood and all thier hardcoding...

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Wed Mar 31, 2004 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok ive decided to make it the same except with no cellspread, to make it less powerful and so it works. i will tell ya if it works after i do it.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Thu Apr 01, 2004 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, no matter what i do the kamikaze demo truck version will not work, but i did manage this contraption (the grand cannons are only a temp image) it attacks anything and kills it instantly, and temporally (chrono-erase) http://owd.savagewar.co.uk/downloads/chronogif.gif

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Apr 01, 2004 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

cool! Cool what was erased though?

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Thu Apr 01, 2004 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

in that particular capture it was a guardian GI, but an army of 5 Chrono Cannons erased entire attacks of grizzleys, rhinos, tank destroyers, and even unlucky ore miners that got too close. it can even erase a conyard! instantly in one hit!

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Thu Apr 01, 2004 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't mean to barge in on your findings, but may I ask where you got that animation on the warhead (the initial large blue flash)? I've never seen it before, and I happen to like it.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Apr 01, 2004 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe that he converted the EMP images from TS. Cool

devin, so you just gave the Chono Cannon's weapon really high damage?

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Thu Apr 01, 2004 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, any temporal weapon with damage higher than the units health will instantly kill it. i have to limit the damage so its not too powerful, if i have it set lower and multiple shots hit the same spot at the same time, the damage will combine with the same effect. i dont think a suicidal temporal weapon can work though. an yes, it was the converted emp animation.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Fri Apr 02, 2004 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah the unit firing the temporal weapon probably needs to exist the whole time the weapon if being used for it to work.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Fri Apr 02, 2004 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, maybe if i were to make the animation do enough damage to kill the suicidal unit instantly, but that would have other side effects too.
here is the current code for the grand cannon...
Code:
[ChronoBomb]
Damage=4000
ROF=200
Range=12
Speed=5
Projectile=GrandCannonBall (forgot the name, its the same as the grand cannon)
Warhead=ChronoBombWH
Report=ChronosphereMove

[ChronoBombWH]
AnimList=ChronoBombEffect
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0%
Temporal=yes


and heres the one for the artillery...
Code:
[ChronoBomb2]
Damage=500
ROF=180
Range=1
Suicide=yes
Speed=5
Projectile=(same as grand cannon version)
Warhead=ChronoBomb2WH
Report=ChronosphereMove

[ChronoBomb2WH]
AnimList=ChronoBombEffect
Verses=0%,0%,100%,100%,100%,100%,0%,100%,0%,100%,0%
Temporal=yes

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