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Is it possible make a shatterer weapon in ra2?
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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Thu Feb 10, 2011 1:37 pm    Post subject:  Is it possible make a shatterer weapon in ra2? Reply with quote  Mark this post and the followings unread

Ideas:
1. flame particle logic. (Possible?)
2. art, particle damage (But wont get experience, won't travel over target, and unstable damage.)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Feb 10, 2011 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dolphin Sonic weapon anyone?

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IamInnocent
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Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Fri Feb 11, 2011 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

too small =( i want a "travel over target" weapon and i want make it with a sonicwave.shp



sonicwave.shp
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 Filename:  sonicwave.shp
 Filesize:  10.05 KB
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Feb 11, 2011 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

use a spawned aircraft+looped firing anim

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Fri Feb 11, 2011 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

But I want the unit that spawns get experience.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Feb 11, 2011 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Railgun with Smoke particle?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 11, 2011 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would help to know what a shatterer weapon is and how it works.

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Feb 11, 2011 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

the shatterer's weapon is like a sonic weapon which travels on the ground and damages anything in its path

here's a video of it in action:



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 11, 2011 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. Hmm, since you still want it to be able to get veterancy, i doubt there is a 100% perfect solution.

Everything that comes in my mind, would give the unit only a 5-10% chance of becoming veteran, as in most cases the damage would be done by either a traileranim or a particlesystem.
Especially the part that it travels beyond the target is afaik not possible, except you force fire behind the target.

Though you could try a ROT=1 Arm=10000 missile projectile. The low rotation should make it fly horizontal above the ground and Arm=10000 should make it fly beyond the target as it can't get the warhead ready fast enough for the detonation, thus it flies on and tries to hit it again.
If you then give the weapon ProjectileRange=10, you can prevent that the overshooting missile will fly on for ever. (though i'm not sure if this key exists in RA2, as it is used on the TS reaper)

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IamInnocent
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Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Mon Feb 21, 2011 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry if this bump the old topic, but sometimes when I fire the weapon, it doesn't passes through the target, even if it does... It's Too Far And It Turns On The Wrong Direction! And new bug, because ares doesn't have immune system, the art damages the unit itself.

Here's the code
Code:
 Rules


[SHATTERER]
UIName=Name:SHATTERER
Name=Shatterer
Image=SHATTERER
Prerequisite=GATECH,GAWEAP
Primary=SonicWeapon
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=10
Speed=8
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=1600
Soylent=1600
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ShattererSelect
VoiceMove=ShattererMove
VoiceAttack=ShattererAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ShattererMoveStart
MaxDebris=3
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
;SpeedType=Amphibious
;MovementZone=AmphibiousCrusher
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF SCATTER FASTER
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=none
AllowedToStartInMultiplayer=no
Crewed=no

[SonicWeapon]
Damage=10
ROF=190
Range=11
Projectile=SonicWave
Speed=25
Warhead=ShattererWarhead
Report=ShattererFire
DecloakToFire=no
MinimumRange=1
ProjectileRange=10

[SonicWeaponE]
Damage=10
ROF=165
Range=13
Projectile=SonicWaveE
Speed=25
Warhead=ShattererWHE
Report=ShattererFire
DecloakToFire=no
MinimumRange=1
ProjectileRange=12

[SonicWave]
Arm=10000
Level=no
AG=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=WAVEPULSE
ROT=1
Acceleration=50
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[SonicWaveE]
Arm=10000
Level=no
AG=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=WAVEPULSEE
ROT=1
Acceleration=50
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[ShattererWarhead]
CellSpread=1
PercentAtMax=0.2
Wood=yes
Wall=yes
Verses=100%,100%,100%,100%,80%,100%,60%,60%,35%,100%,100%
InfDeath=3
ProneDamage=100%
AttachedParticleSystem=ShattererWaveSys

[ShattererWaveSys]
HoldsWhat=ShattererWave
BehavesLike=Gas

[ShattererWave]
Image=DUMMY
MaxDC=5
MaxEC=6
Damage=120
Warhead=ShattererWH
StartFrame=0
EndStateAI=28
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=ShattererWaveD1

[ShattererWaveD1]
Image=DUMMY
MaxDC=5
MaxEC=6
Damage=120
Warhead=ShattererWH
StartFrame=0
EndStateAI=12
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

[ShattererWHE]
CellSpread=1
PercentAtMax=0.2
Wood=yes
Wall=yes
Verses=100%,100%,100%,100%,80%,100%,60%,60%,35%,100%,100%
InfDeath=3
ProneDamage=100%
AttachedParticleSystem=ShattererWaveESys

[ShattererWaveESys]
HoldsWhat=ShattererWaveE
BehavesLike=Gas

[ShattererWaveE]
Image=DUMMY
MaxDC=5
MaxEC=6
Damage=140
Warhead=ShattererWH
StartFrame=0
EndStateAI=28
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=ShattererWaveED1

[ShattererWaveED1]
Image=DUMMY
MaxDC=5
MaxEC=6
Damage=140
Warhead=ShattererWH
StartFrame=0
EndStateAI=12
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

[ShattererWH]
CellSpread=1
PercentAtMax=0.2
Wood=yes
Wall=yes
Verses=100%,100%,100%,100%,80%,100%,60%,60%,35%,100%,100%
InfDeath=3
ProneDamage=100%

Art



[SHATTERER]
Cameo=SHATICON
AltCameo=SHATUICO
Voxel=yes
Remapable=yes
PrimaryFireFLH=100,-50,100

[SONICWAVE]
UseNormalLight=Yes
Translucent=No
Rate=300
Normalized=Yes
SpawnsParticle=ShattererWave
NumParticles=1
Report=ShattererWaveLoop

[SONICWAVEE]
Image=SONICWAVE
UseNormalLight=Yes
Translucent=No
Rate=300
Normalized=Yes
SpawnsParticle=ShattererWaveE
NumParticles=1
Report=ShattererWaveLoop

[WAVEPULSE]
Image=SONICWAVE
Trailer=SONICWAVE
SpawnDelay=2
Translucent=yes
LoopCount=5
Rate=225
AnimLow=1
AnimHigh=15
AnimRate=1

[WAVEPULSEE]
Image=SONICWAVEE
Trailer=SONICWAVEE
SpawnDelay=2
Translucent=yes
LoopCount=5
Rate=225
AnimLow=1
AnimHigh=15
AnimRate=1

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Mon Feb 21, 2011 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the double post but, if you don't understand the problem, please watch this video.




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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Feb 21, 2011 4:21 am    Post subject: Reply with quote  Mark this post and the followings unread

TypeImmune=yes on the unit should stop it from hurting itself (and anything like itself) as it works on the Dolphin.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Feb 21, 2011 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Could try AffectsAllies=no in warheads too, however particle might not differentiate who is his owner anymore damage wise.

One option if all else fails is separate one armor type for the unit and assign no damage for it warhead(s) wise but of course this makes even enemy shatterers immune to your shatterer blasts.

Also some of the coding is wrong, AttachedParticleSystem belongs under Weapon, not warhead, with warhead you use Particle= particlesystem.

ProjectileRange would go under projectile field too but this is null and void in RA2 & YR/Ares as does not exist at all.

Also the use of gas particles in this way to spawn a line of damage is pretty likely to lag bad easily, should atleast keep Translucency=0 if your anim is invisible dummy to try keep lag from trans routine down.

Problem of the wondering around projectile stems from ROT=1, its plain terrible, while it achieves a straight path, its tendancy to wonder off and problem of elevation thus scenario of cyborg commando hits ground if ground infront is elevated, is pretty annoying.

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