Posted: Fri Dec 25, 2020 10:16 pm Post subject:
Disk laser weapo does not recognize WH animlists or CL color
This bug was present in the original game, but it is clearly unintended since there is a Disk laser attack animlist that doesn't appear. See image.
Quote:
Reproduce_:
- Use "DiskLaser=yes" on a weapon
- Assign the weapon warhead with an animlist
- Doesn't appear ingame
Also, the CLDisableBlue, Red, and Green doesn't work on this weapons
Quote:
Reproduce_:
- Use "DiskLaser=yes" on a weapon
- Assign the weapon warhead with "Bright=Yes", "CLDisableBlue=Yes" and "CLDisableGreen=Yes"
(The bright light should be red)
- Doesn't appear ingame, white light only
The flag should be fixed to work as other warheads, this is clearly an unintended bug of the DiskLaser effect.
***
Also, as a possible request, change this to be per-weapon:
"DiskLaserChargeUp=FloatingDiscChargeUp ; the Report on DiskLaser will sound at the end of the ring, this will play at the beginning"
(It's on general settings, most of which have been moved to be usable on the respective parts of the code individually in Ares), but this is less important than the bugfix.
2020-12-25 19_10_52-D__wwlgcy_ra2_RA2YRDirect_Command And Conquer Red Alert 2 (v1.006) + Yuri's Reve.png
I have similar problem with wave.isLaser and wave.IsBigLaser too. Only when firing at AA units because I want to spawn fire or smoke particle for the laser like burning AA units but no hope on that. However firing on the ground does works. QUICK_EDIT
Well, on the Disklaser nothing works _ Ground, water nor air
Can you try ioncannon logic on warhead? To simulate the weapon I am always using this with no damage to get up to 2 animations running at the same time.
Set ioncannon.damage=0
Ioncannon=yes
Ioncannon.blast= put your anim here
Ioncannon.beam=none
This may work
If not succeed the last resort is attacheffect but may looks a bit odd. QUICK_EDIT
Ares adds the ability to have ion cannon weapons on units, what is basically does though is let you use two explosion anims on one warhead. _________________
Pretty strange this is implemented as an extra general tag instead of changing the default behaviour as several other Ares stuff does.
If you don't want a disklaser anim you can just not set an animlist.
***
But regardless the CLDisable is pretty important, given that it is expected that lasers of a color give off light of that color... _________________ QUICK_EDIT
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