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Movable Animation possible?
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Jan 17, 2021 6:09 pm    Post subject:  Movable Animation possible? Reply with quote  Mark this post and the followings unread

I think I've read about this somewhere but I can find it no longer.
What I want is the weapon that fires to the target which will have a delay (Charging) then real explosion occurs however if target move the weapon charging animation on the target will also move. 100% accuracy hit.

To be exacted I want to make a lightning similar to minecraft dungeon when player casting the lightning on target I will see the circular thing charging at the bottom of target unit and getting bigger and bigger slowly for 3 seconds then KABOOM. no matter if unit move this circular animation will also move.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jan 17, 2021 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is the anim tag Sticky=yes, but I've never seen it actually work.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Jan 17, 2021 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

“[Warhead]?AttachEffect.Cumulative= (boolean)
If set to yes, an unlimited amount of this type of AttachEffect from this warhead can be applied to the target (it is stackable). If no, only one instance of this type of the AttachEffect can be on a single unit and that one instance gets updated if it is to be applied again. Defaults to no.


????

Wouldn’t this follow the target while the charge play?

If this has expire into for kaboom

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Jan 18, 2021 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

AnimalMan wrote:
“[Warhead]?AttachEffect.Cumulative= (boolean)
If set to yes, an unlimited amount of this type of AttachEffect from this warhead can be applied to the target (it is stackable). If no, only one instance of this type of the AttachEffect can be on a single unit and that one instance gets updated if it is to be applied again. Defaults to no.


????

Wouldn’t this follow the target while the charge play?

If this has expire into for kaboom


Intreating. I am never try that before because I am once trying to put a weapon into attacheffect but it doesn't work.

Anyway I will try expireaim this time and see how it works.

I know that attachanim will follow target but don't know how to make the weapon works on attachanim.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Jan 18, 2021 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I have seen your game, i am suprised you say this

in artmd.ini of the anim
Warhead =
Damage = must be > 0

this will cause attach effect to deal warhead damage but it will take Damage  specification from artmd only. e.g

[YourAnim]
Warhead=YourWarhead
Damage=150
StartLoop=0;
EndLoop=5;
LoopCount=1
ExpiresInto=YourNextAnim
Weapon= (i not sure what weapon properties ares can use here but it needs damage to be specified here)

warhead on animation is only really reading Verses and Inf Death, it doesn't apply any RulesMD specified warhead animations except InfDeath

search METDEBRI in ARTMD to see how damage is applied before Ares extended damage properties.

from my understanding
Attach effect does not use damage specified in [Weapons]

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Jan 18, 2021 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

AnimalMan wrote:
I have seen your game, i am suprised you say this

in artmd.ini of the anim
Warhead =
Damage = must be > 0

this will cause attach effect to deal warhead damage but it will take Damage  specification from artmd only. e.g

[YourAnim]
Warhead=YourWarhead
Damage=150
StartLoop=0;
EndLoop=5;
LoopCount=1
ExpiresInto=YourNextAnim
Weapon= (i not sure what weapon properties ares can use here but it needs damage to be specified here)

warhead on animation is only really reading Verses and Inf Death, it doesn't apply any RulesMD specified warhead animations except InfDeath

search METDEBRI in ARTMD to see how damage is applied before Ares extended damage properties.

from my understanding
Attach effect does not use damage specified in [Weapons]


It's kinda new to me for attacheffect. I am only trying something weird and new by myself and when I'm cornered I will ask if someone could help me out. It took me months of testing myself to make attach the weapon along with isFlammingGuy=yes

There is a lot more to ask but I don't want people to get annoyed.
Some of my questions also very hard to answer.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Jan 18, 2021 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
AnimalMan wrote:
I have seen your game, i am suprised you say this

in artmd.ini of the anim
Warhead =
Damage = must be > 0

this will cause attach effect to deal warhead damage but it will take Damage  specification from artmd only. e.g

[YourAnim]
Warhead=YourWarhead
Damage=150
StartLoop=0;
EndLoop=5;
LoopCount=1
ExpiresInto=YourNextAnim
Weapon= (i not sure what weapon properties ares can use here but it needs damage to be specified here)

warhead on animation is only really reading Verses and Inf Death, it doesn't apply any RulesMD specified warhead animations except InfDeath

search METDEBRI in ARTMD to see how damage is applied before Ares extended damage properties.

from my understanding
Attach effect does not use damage specified in [Weapons]


It's kinda new to me for attacheffect. I am only trying something weird and new by myself and when I'm cornered I will ask if someone could help me out. It took me months of testing myself to make attach the weapon along with isFlammingGuy=yes

There is a lot more to ask but I don't want people to get annoyed.
Some of my questions also very hard to answer.
Just make a new thread and write your wall of questions #Tongue

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Jan 18, 2021 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Mr.Hymn wrote:
AnimalMan wrote:
I have seen your game, i am suprised you say this

in artmd.ini of the anim
Warhead =
Damage = must be > 0

this will cause attach effect to deal warhead damage but it will take Damage  specification from artmd only. e.g

[YourAnim]
Warhead=YourWarhead
Damage=150
StartLoop=0;
EndLoop=5;
LoopCount=1
ExpiresInto=YourNextAnim
Weapon= (i not sure what weapon properties ares can use here but it needs damage to be specified here)

warhead on animation is only really reading Verses and Inf Death, it doesn't apply any RulesMD specified warhead animations except InfDeath

search METDEBRI in ARTMD to see how damage is applied before Ares extended damage properties.

from my understanding
Attach effect does not use damage specified in [Weapons]


It's kinda new to me for attacheffect. I am only trying something weird and new by myself and when I'm cornered I will ask if someone could help me out. It took me months of testing myself to make attach the weapon along with isFlammingGuy=yes

There is a lot more to ask but I don't want people to get annoyed.
Some of my questions also very hard to answer.
Just make a new thread and write your wall of questions #Tongue


lol if this works. I would like to try Particle Cannon by making point A and B and the laser will run through A and B and disappear.

Also another version that actually controllable for a short period of time.

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