Posted: Sat Jun 02, 2012 11:37 pm Post subject:
Tsunami Tank Barrier (Iron Curtain)
I don't know if there is a tut about this already, but i want to share codes for this, and it may be improve more The tsunami tank can't attack while it's on barrier, like the tsunami tank in RA3. Just tell me if anything goes wrong
[Warheads]
xx=BarrierWH
xx=IronBWH
[Particles]
xx=Spark2
[ParticleSystems]
xx=Spark2Sys
[TSUN]
UIName=Name:TSUN
Name=Tsunami Tank
Prerequisite=GAWEAP,GATECH
Primary=120mm
ElitePrimary=120mmE
Secondary=Barrier
Strength=500
Category=AFV
Armor=heavy
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=5
Sight=8
Speed=6
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=1400
Soylent=700
Points=25
ROT=4
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
Maxdebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=AmphibiousDestroyer
SpeedType=Amphibious
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
BuildTimeMultiplier=1.5;Individual control of build time
AllowedToStartInMultiplayer=no
CanPassiveAquire=yes
IsTilter=yes
Turret=yes
Deployer=yes
DeployFire=yes
UndeployDelay=700
[Barrier]
Damage=1
ROF=1500
Range=1
Projectile=InvisibleLow
Speed=100
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Warhead=BarrierWH
Report=ForceShieldStarting
Burst=1
Bright=yes
Anim=IRONBEAM ;it depends on you if you want other anim
[Spark2Sys]
HoldsWhat=Spark2
BehavesLike=Spark
ParticleCap=6;gs12
SparkSpawnFrames=2
LightSize=25 ; SJM 07-12-2000: Made lighting more effective so that smaller radii may be used
SpawnSparkPercentage=100
Though I think you can also increase the animation longer to make it last long enough as the effect you'd probably need to create a new Animation SHP.
And Ares supports Custom Palette and allows you to make a custom Iron Curtain too. Specifically this:
Code:
[b]Iron Curtain Effect[/b]
The Iron Curtain effect can now be given to or removed from units and buildings using new Ares warhead settings.
[b][Warhead]►IronCurtain.Duration= (integer)[/b]
If positive, endows the target unit with the Iron Curtain effect for the specified number of frames. If negative, the Iron Curtain effect duration will be reduced by this number of frames. Use IronCurtain.Cap= below to have the effect duration be cumulative rather than absolute. IronCurtain.Duration defaults to 0 (no Iron Curtain effect).
[b][Warhead]►IronCurtain.Cap= (integer)[/b]
If this value is negative the IronCurtain.Duration is absolute and will not stack up if a target is fired upon multiple times. If this value is 0 the effect duration can stack up indefinitely. Otherwise the Iron Curtain effect can not stack up to durations longer than this value – except for when a unit's duration already is higher and IronCurtain.Duration isn't negative (the duration will not be decreased, then). IronCurtain.Cap defaults to -1 (non-stacking, absolute duration).
To change the effect the Iron Curtain has on specific units:
[b][TechnoType]►IronCurtain.Modifier= (multiplier)[/b]
If the Iron Curtain effect duration is positive it will be multiplied by this factor. Use 0% to create a unit that can not be affected by the Iron Curtain. IronCurtain.Modifier defaults to 100%.
Quickstart: To have a unit protect a target for ten seconds, set [Warhead]►IronCurtain.Duration=150. To allow the Iron Curtain duration to stack up to one minute, set [Warhead]►IronCurtain.Cap=900. To remove the Iron Curtain effect altogether, set [Warhead]►IronCurtain.Duration=-1 and [Warhead]►IronCurtain.Cap=0 (remove one frame but have the resulting number of frames not exceed 0).
If a weapon deals conventional damage and applies the Iron Curtain at the same time, the damage will be dealt first. InfantryTypes and Organic=yes units will always get killed instantaneously.
This feature works with CellSpread to affect multiple targets. AffectsAllies and AffectsEnemies are respected. A unit does not get the Iron Curtain effect if Verses is equal to 0%, otherwise the target is endowed with the full effect.
I'd then give the new Iron Curtain Effect a more suitable color (Teal or Bluegreen) then make repeat the animation about three times on the SHP.
Then adjust accordingly until you the same duration of the animation as the cooldown. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 04, 2012 7:01 am Post subject:
ArvinCool wrote:
Why use particles?
Why? Because if you use country/difficultyROFmultipliers or ROF VeteranAbility (which you did, FAIL) the Iron Curtain will go out of sync.
Either Ammo or Particles, only those two are real constants, iow can't be changed in a game via any way. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 04, 2012 9:32 am Post subject:
AttachEffect in NPatch? I thought it was me who inventrd it first. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 04, 2012 9:57 am Post subject:
But original poster uses NPatch from the code and 'til 0.2 isn't out, I won't give out AE to the public, neither. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
There is not tutorial because this is basic knowledge.
it is because, i'm using NPSE, and i just shared codes to those who still don't this. and, it is a bit confusing for others (i guess) for Npatch users, when you directly put the IronCurtain=yes tag to the warhead of your primary weapon, it won't affect the shooter of the weapon, it will only affect the surrounding units. just sharing^^ QUICK_EDIT
i'm not using npext as of now, for some reasons, i get an ie when i'm using ext, it messes up my codes or the other way around, anyway, particles does it for me, as i've said, it could still be improved, and you can hace your choice what to use in order to have the nano effect QUICK_EDIT
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