Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Feb 11, 2011 1:57 pm Post subject:
Railgun with Smoke particle? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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) _________________ SHP Artist of Twisted Insurrection: Nod buildings
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.
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. QUICK_EDIT
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