[WeatherCloud]
Image=WCCLOUD1
MaxDC=120 : I have no idea for these
MaxEC=1000
StateAIAdvance=4
EndStateAI=28
StartFrame=0 Translucency=20
Damage=0
Warhead=Gas
WindEffect=0
BehavesLike=Gas
NextParticle=WeatherCloudD1
[WeatherCloudD1]
Image=WCCLOUD1
MaxDC=60 : I have no idea for these
MaxEC=1000
StateAIAdvance=4
EndStateAI=28
StartFrame=0
Translucency=20
Damage=0
Warhead=Gas
WindEffect=0
BehavesLike=Gas
DeleteOnStateLimit=yes
*** Weapons ***
[Storm]
Damage=250
Range=1
ROF=150
Projectile=LightningP
Speed=1
Warhead=StormWH
AreaFire=yes ; i make this for deploy attack
FireOnce=yes ;
Report=WeatherIntro
UseGasParticles=yes
AttachedParticleSystem=WeatherCloudSys
Burst = 6; or 4 maybe ...
[LightningP]
Image=WCLBOLT1P
ShrapnelWeapon=LightningFragment
ShrapnelCount=5
Shadow=no
Vertical=yes ;can't turn or do much of anything. Just stays on the vector of its initial shooting (up or down)
Proximity=no
Ranged=yes
AG=yes
AN=yes
AS=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
[LightningFragmentP]
Image=WCLBOLT1P
;ShrapnelWeapon=LightningFragment2 ; further plan
;ShrapnelCount=5
Shadow=no
Vertical=yes ;can't turn or do much of anything. Just stays on the vector of its initial shooting (up or down)
Proximity=no
Ranged=yes
AG=yes
AN=yes
AS=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
*** Warheads ***
[StormWH]
Wall=yes
Wood=yes
CellSpread=2.0
PercentAtMax=.5
Verses=500%,250%,200%,100%,100%,100%,200%,100%,10%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=5
AnimList=EXPLOSML; EXPLOLB can i use this?
;Deform=10% ; i have no idea with this
;DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
CombatLightSize=40%
Particle=LGSparkSys ; is this necessary?
Inventing keys does not work.
UseSparkParticles is the correct key
You can't write
MakeMyProjectileAwesome=yes
and suddenly have some cool new behaviour.
MaxDC defines the interval in frames, when damage is applied
MaxDC=60 means, every 60 frames, Damage is done. If you have Damage=0 set on the particle, MaxDC is redundant.
MaxEC defines the max number of frames this particle lasts.
StateAIAdvance defines the rate at which the frame of the used image is raised. StateAIAdvance=4 means, every 4 ingame frames, the frame of the SHP is raised by one
EndStateAI defines the last frame of the SHP that should be displayed
StartFrame as the name says the starting frame of the anim
Translucency sets the transparency of the particle (only 25, 50 and 75 work or simply remove the key to have the anim opaque)
You should first learn how each of these logics work
weapon
projectile
warhead
particlesystem
and how they can interact with each other.
First mistake:
You try to create the particles by the weapon from the units firing location, while they should be created by the warhead at the weapons target location.
Second mistake:
Using particles is the wrong way. Particles can not spawn other particles. So your weather clouds can't create the necessary lightning bolts in random intervals.
For a weapon usable weather storm the best way would be some art.ini coding.
-a simple animation of the weather cloud that loops for a few times
-the weather cloud animation creating some dummy art.ini debris
-the dummy art.ini debris creating as explosion the lightning bolt animation and doing the damage when the debris hits the ground
e.g.
[MYCLOUD]
Image=WCCLOUD1 ;use the weather cloud image
Start= ;fill these with the correct frame settings
End=
LoopStart=
LoopEnd=
LoopCount=4 ;make it loop a few times
TrailerAnim=MYBOLT
TrailerSeperation=40 ;spawn every 40 frames a bolt
[MYBOLT]
Image=120MM ;use some invisible SHP
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-20.0 ;make it fast fall down, thus instantly hit the ground
ExpireAnim=WCLBOLT1 ;show the weather cloud bolt as explosion anim
Damage=50 ;damage of the lightning bolt
Warhead=HE
Rate=0 ;this dummy debris doesn't has to animate
Bouncer=yes
Then in rules.ini you can simply use
[MYWARHEAD]
AnimList=MYCLOUD
to play the cloud animation with the bolts.
But don't forget to add all the new animations to the [Animations] list.
The anim and debris is only a very simple example, which can still be expanded/improved
-use a dummy debris to create the weather cloud in midair in a random area around the weapon impact location
-use a dummy animation to spawn multiple weather clouds via the dummy debris
etc _________________ SHP Artist of Twisted Insurrection: Nod buildings
Art debris has a flaw, it doesn't work on water tiles and since RA2/YR naval combat is a much bigger gameplay mechanic than TS it's a lot more noticeable.
You need to experiment with airburst weapons ricknewbie. _________________ QUICK_EDIT
An airburst weapon can't fire multiple shots. With this each cloud could fire only a single bolt, short after the cloud appears.
To make the anims work on water, you can make it also without any art.ini debris
e.g.
warhead
AnimList=INITSTORM
;split the 1 animation into 2, so INITCLOUD and BOLTLOOP play at the same time
[INITSTORM]
TrailerAnim=BOLTLOOP
TrailerSeperation=2
Start=0
End=1
Next=SHOWCLOUD
[SHOWCLOUD]
Image=WCCLOUD1
LoopCount=4 ;make it loop a few times
YDrawOffset=-250 ;move the cloud upwards in the sky
;this is looping for a certain duration and creates the damaging bolts
[BOLTLOOP]
Start=0
End=10
LoopCount=10
TrailerAnim=BOLTDAMAGE
TrailerSeperation=30 ;every 30 frames a bolt is fired
[BOLTDAMAGE]
Start=0
End=1
Damage=100 ;uses FlameDamage2 warhead, but this should be ok too
Next=WCLBOLT1 ;show the lightning bolt
Then just find the right values so the BOLTLOOP and SHOWCLOUD last for the same duration. _________________ SHP Artist of Twisted Insurrection: Nod buildings
[WeatherCloudP]
Proximity=yes
Ranged=yes
Airburst=yes
AirburstWeapon=WeatherLightning
VeryHigh=yes
ROT=5
SubjectToCliffs=no
SubjectToElevation=yes ; Should to be yes if no, it will crash land where you stand (when attacking enemy below)
SubjectToWalls=no
Cluster=8 ; cluster just makes a little different, but it's good!
Infantry***
[THOR]
Primary=ElectroBolt
Secondary=WeatherCloud ; well cause i make it for deploy attack, enemy must be close when He deloyed
Deployer=yes
DeployFire=yes
UndeployDelay=200
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