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Help with an attach effect
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jun 01, 2020 10:43 am    Post subject:  Help with an attach effect Reply with quote  Mark this post and the followings unread

Ok, so I want a weapon that exclusively targets vehicles, but the "Shockwave" from said weapon slows infantry.

So I made a weapon, made its warhead only target vehicles, gave its warhead an animation, attached a warhead to the animation in ArtMD, and put the attacheffect on the new warhead, which only targets infantry.

The vehicle part works perfectly, kills units fine, the infantry bit does not.

Any idea what's causing it to not work?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 01, 2020 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK animations can't use attach effect. Instead use an Airburst weapon that splits on impact, with the attach effect on the second stage.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jun 01, 2020 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fair enough, the documentation isn't clear on that, I thought using the anim to call a warhead, and putting the AE on the warhead would bypass the AE not working on anims, cos it's on the warhead.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Jun 01, 2020 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you give the animation a weapon with that warhead you will achieve what you're after, e.g. this is what I use for "cryo clouds" to slow nearby units:

Weapon=IceCloudWeap
Damage=1
Damage.Delay=13

Make sure the weapon is declared etc and it works fine.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Jun 02, 2020 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
If you give the animation a weapon with that warhead you will achieve what you're after, e.g. this is what I use for "cryo clouds" to slow nearby units:

Weapon=IceCloudWeap
Damage=1
Damage.Delay=13

Make sure the weapon is declared etc and it works fine.


Right, I must be doing something wrong here, because it's not working.

Code:


[CONCGUN]
Damage=100
ROF=120
Range=8
MinimumRange=3
Projectile=CONCPROJ
Speed=1
Report=GrandCannonAttack
Warhead=CONCWH

[CONCPROJ]
Level=no
Image=none
Arcing=true
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Inviso=yes
Image=none

[CONCWH]
Wall=yes
Wood=yes
Sparky=no
Conventional=yes
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
AnimList=RINGHALF

[SLOWWEP]
Damage=5
ROF=120
Range=3
Projectile=CONCPROJ2
Speed=50
Warhead=SLOWWH

[CONCPROJ2]
Level=no
Image=none
Arcing=true
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Inviso=yes
Image=none

[SLOWWH]
Conventional=yes
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
AnimList=none
AffectsAllies=YES
AttachEffect.Duration=300
AttachEffect.SpeedMultiplier=0.5
AttachEffect.ROFMultiplier=2.0
AttachEffect.Cumulative=NO
AttachEffect.Animation=FLHFIND ;temp anim, want something obvious to show it works

[Warheads]
x
x
163=SlowWH

[WeaponTypes]
x
x
3=CONCGUN
4=SLOWWEP

[Art]
[RINGHALF]
Translucent=no
Rate=900
TranslucencyDetailLevel=1
Layer=Ground
Weapon=SLOWWEP
Damage=1
Damage.Delay=10


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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Jun 03, 2020 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

You'll have to give it a CellSpread to match as well Smile hopefully that works. My CellSpread is low because the animation spawns multiple via debris to cover a larger area, so if you have just one big animation you may want to try with higher numbers.

Code:

[CryoWH]
Verses=10%,10%,10%,10%,10%,10%,0%,0%,0%,0%,10%
CellSpread=1.25
Rocker=no
AnimList=   ;PIFFPIFF
ProneDamage=100%
InfDeath=2
AttachEffect.Animation=CHRONOSK2   ;EMP_FX01
AttachEffect.Duration=100    ;800
AttachEffect.SpeedMultiplier=0.66
AttachEffect.Delay=5
AttachEffect.Cumulative=no
PreventScatter=yes
AffectsEnemies=yes
AffectsAllies=yes
AffectsOwner=yes
AttachEffect.PenetratesIronCurtain=yes

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Jun 03, 2020 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
You'll have to give it a CellSpread to match as well Smile hopefully that works. My CellSpread is low because the animation spawns multiple via debris to cover a larger area, so if you have just one big animation you may want to try with higher numbers.

Code:

[CryoWH]
Verses=10%,10%,10%,10%,10%,10%,0%,0%,0%,0%,10%
CellSpread=1.25
Rocker=no
AnimList=   ;PIFFPIFF
ProneDamage=100%
InfDeath=2
AttachEffect.Animation=CHRONOSK2   ;EMP_FX01
AttachEffect.Duration=100    ;800
AttachEffect.SpeedMultiplier=0.66
AttachEffect.Delay=5
AttachEffect.Cumulative=no
PreventScatter=yes
AffectsEnemies=yes
AffectsAllies=yes
AffectsOwner=yes
AttachEffect.PenetratesIronCurtain=yes


AH! so it just chucks the weapon at the centre cell!

Fair enough, the docs make it seem like it makes a weapon for each unit in the animation.

I shall try this when I am not drunk.

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