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Weapon Delay
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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Sep 02, 2015 12:59 pm    Post subject:  Weapon Delay
Subject description: Mind Control related
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Hi.

Is there a way to make weapons delayed?
If I wanted to make the mind control weapons take 1 second before they fire, how would I go about it?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 02, 2015 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

on units, most likely impossible
on buildings, try a charged weapon like tesla coil/obelisk.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Sep 02, 2015 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, shame about that. I already used the public psychic tower animation to make it delayed. Greatly helps making mind control more balanced.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 02, 2015 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

on units without a turret you can try the following.
Give the unit Turret=yes (but no graphic) and TurretSpins=yes.
This way it takes a while before the spinning turret is facing towards the target, thus adds a slight delay.
Though the delay is inconsistent, since the turret spins constantly and can be sometimes already instantly facing the target and sometimes take like 337,5° to rotate.


Maybe Gattling logic can help you add a delay, but i'm not experienced in RA2 modding and Gattling+MindControl could exclude each other.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Sep 02, 2015 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

On my Psi weapons I changed the projectile. It had Inviso=yes, I switched it
to Inviso=no. It may require ROT to be set to very big value. It has small
delay like 15-20 frames. Works for me.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Thu Sep 03, 2015 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pillbox could you give me an example projectile code for what you use? Sounds like a neat solution

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 03, 2015 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds like he uses an ordinary homing projectile like missiles, just without any image.
So the time it takes for the projectile to travel to the target is giving the delay.

Though i think there could be some bad sideeffects.
e.g.
-what if the projectile misses the target or hits a different target?

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Sep 03, 2015 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never happened to me, so far. Here are the weapon and projectile I use:

Code:
[MindControl]
Damage=1;Number of mind control links
ROF=200
Range=7
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes


Code:
; Used by mind control
[PsychicControl]
Image=YURBLANK ; an invisible missile with a trailer
;ROT=100
Inviso=no;yes
Image=none
;Shadow=no
;Proximity=yes
;Ranged=yes


I don't say that there are no side effects. Still, so far, I haven't found any.  Cool

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Sep 04, 2015 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice coding, you defined Image= twice.  Razz

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Sep 04, 2015 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! XD Don't mind that, it still works! Silly me....

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 10, 2015 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are using Ares you can use a PreImpactAnim= to delay the weapon.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Sep 10, 2015 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

True, if you use invisible projectile, an invisible (empty) animation would fit, too.

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Ares Documentation: http://ares-developers.github.io/Ares-docs/
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Sep 10, 2015 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Gattling logic can help you add a delay


This is the best answer in OP case. Although it'll need Ares - MindControl weapons only work on Primary/Weapon1 in plain YR - this'll work exactly the way it should.

Using PreImpactAnim changes the weapon from hitscan to area-of-effect, and MindControl does not support CellSpread. It works okay for casual weapons though.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sat Sep 12, 2015 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't use ARES since I like saving. Thanks for the suggestions though.

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