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can2special effects exist together?&ideas
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Nov 25, 2009 1:21 pm    Post subject:  can2special effects exist together?&ideas
Subject description: EMP+Airstrike,can?
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EMP a vehicle and airstrike him?but when the 2 effcts put together only 1 happens.how to make the 2 happen together?

a cannon using shrapneling projectile,and ShrapnelWeapon=IvanBomber?or mindcontroler?mass bomb placing/controling?can I?

and something for FAKE GGI.maked a building vision.Anyone make it come to use please show me the code.



GGI TOWER.rar
 Description:
one pixel for the base.a ggi for the turrent.supposed to be another "grandcannon"

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 Filename:  GGI TOWER.rar
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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Fri Nov 27, 2009 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

you can make the planes that come shoot the EMP,but the tank would have done some damage,but try playing with the warheads of the emp and the airstrike your using,verses=50%.

however,if the planes have emp,damage will be the time EMP lasts,so Ambientdamage is the way.

about shrapnel weapons:no+no+no.

mass mind control: in YR only,damage= of the mind control weapon is the amount of mind controls.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Nov 27, 2009 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

EMEffect is not functional in either RA2 or YR.

Thus I am assuming you are using NPatch no?

At any rate SL949 you are in error about shrapnel weapons. Any non-mindcontrol weapon can be a shrapnel weapon as long as there's a dummy unit for it. (Mind control weapons need a "host" to use it.)

You could make an EMP cannon that shrapnels into Tesla bolts which then shrapnels into exploding Dreadnoughts if you wish, just it would require some doing to do.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Nov 27, 2009 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not quite TSG. Any logic independent weapons can be made into shrapnel. But if you depend on something, such as Ivan logic, you can't do it. I tried and it doesn't work with bomb attach logic.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Nov 27, 2009 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only because bomb attach logic is dependent on a unit "firing" the bomb. Shrapnel weapons just use dummy units for the placeholder on the field. The dummy unit won't actually fire as it's supposed to.

But you are right about cursor sabotage and logic dependents.

Any other condition sans Mind Control is doable.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Nov 28, 2009 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I mean,someguy fire once and a lot of units are controled.maybe I can use a permanent mind control as the shrapnel weapon.Ivan bomb may be impossible.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Nov 28, 2009 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ivan bomb is impossible.

Permanent mind control is linked to the Psychic Dominator controls. It is not invoked by weapon.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Nov 28, 2009 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I mean the warhead code "IsPermaControlled=true" in patch.

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat Nov 28, 2009 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

what you want is a weapon that make's a whole area mind controled,i tried it in the past,in the end,i made the weapon's ROF 1.

maybe an anim for the weapon,AFAIK.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sat Jun 02, 2012 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can just add animations to the warhead of the emp, and add damage to the animation, there you can emp the unit while damaging it also.


the warhead
[EMPulse] ;warhead for the weapon
CellSpread=4
EMEffect=true
;InfDeath=1
AnimList=EMPEXP
Sparky=no
Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,100%,0%
AffectsAllies=no

[EMPWH] ;warhead for the animation
CellSpread=4
PercentAtMax=.5
Wall=yes
Wood=yes
Sparky=no
InfDeath=1
Conventional=yes
Rocker=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
AnimList=EXPLOLRG
ProneDamage=30%

to artmd.ini
[EMPEXP] ;animation for the tank's/emp cannno's weapon
Normalized=yes
Layer=ground
Translucent=yes
UseNormalLight=yes
Report=EMPField
Damage=8
DamageRadius=80
Warhead=EMPWH


You can experiment with the codes to give other effects, may be you could give boris for example the empairstrike weapon, and give the planes the weapon with the above warhead. your choice.

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