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Is it possible to create non-Crawl-y warheads?
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 27, 2015 10:20 am    Post subject:  Is it possible to create non-Crawl-y warheads?
Subject description: For a DoT effect
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Is it possible to create warheads which do not cause their target to crawl when they deal damage? I would like to have a "poisoning" effect in my mod (and a few other DoT effects) and it would seem kind of weird if infantry was crouching in order to try to take cover from being poisoned.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 27, 2015 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Damage=0 on the weapon (so infantry don't crawl)
Real damage done by particlesystem on warhead. (infantry don't see PS damage as a normal hit to which they start crawling)

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 27, 2015 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh sorry, I should've said that this is with AttachEffect... edited the OP now.
Not sure if AttachEffect.Animations can have a particle system, but let me try your method right away.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Fri Mar 27, 2015 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Via trailers, they can.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Apr 03, 2015 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it the regular Trailer= tag on AE animations too? I've only used it for meteors and projectiles so far and it does not seem to work on my AE animation. Do they only work on meteor type animations?

Edit:
Nevermind, figured it out. It's TrailerAnim for animations, not Trailer.

Editedit:

Unfortunately!... it seems infantry DOES infact crawl from particle damage.

Have I made a mistake somewhere? There doesn't seem to be any other way to tack particles onto animations:
Code:


;------------------------------------------------------------------------------
; THE WEAPON
[PortaPsychotron]
Damage=1
ROF=100
Range=10
Projectile=Psychic
Speed=100
Report=SpezMindControl
Warhead=Psychotronic
RevealOnFire=no

IsElectricBolt=true
Bolt.Color1=75,0,130      ; Indigo   ;200,235,255      ; Purple
Bolt.Color2=25,25,1122      ; Midnight Blue   ;11,201,189      ; Alt. Purple #1
Bolt.Color3=50,74,178      ; Violet-Blue   ;191,201,189      ; Alt. Purple #2

;------------------------------------------------------------------------------
; THE WARHEAD
[Psychotronic]
Verses=100%,100%,100%,10%,10%,10%,10%,10%,10%,10%,10%
Versus.tinfoil=0%
MindControl=yes
MindControl.Permanent=yes
AttachEffect.Animation=MINDANIMT   ; the animation itself deals no damage...
AttachEffect.Duration=-1

;------------------------------------------------------------------------------
; THE AE ANIMATION
[MINDANIMT]
Image=NULL
LoopCount=-1
Rate=300
TrailerAnim=MINDTRAL
TrailerSeperation=2   ; 1pt of damage every 2 frames ; tweak this (and particle damage) to get at the MaxEC of a MC'd infantry.

;------------------------------------------------------------------------------
; THE TRAILER ANIMATION
[MINDTRAL]
Image=NULL
SpawnsParticle=ControllerPrototypePart
NumParticles=1

;------------------------------------------------------------------------------
; THE PARTICLE
[ControllerPrototypePart]
Image=none
MaxDC=1
MaxEC=1
Damage=1      ; here is the damage the effect should make against infantry per frame
Warhead=PsychicWH      ; psychic damage
StartFrame=0
EndStateAI=1
Translucency=50
WindEffect=0
BehavesLike=Gas      ; this needs to be gas (MaxEC ensures it won't be residual)
StateAIAdvance=3
DeleteOnStateLimit=yes

;------------------------------------------------------------------------------
; THE PARTICLE WARHEAD
[PsychicWH]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.tinfoil=0%
InfDeath=6
PsychicDamage=yes ; psychic, but not mind control


All parts of it are fully functional, the animations are invoked, the particles are invoked, the only part that does not work is that the infantry will crawl under its effect.

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