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Flamethrower not working
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Feb 18, 2021 10:08 am    Post subject:  Flamethrower not working
Subject description: Copy from TS
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I want a [Flamethrower], and I thought copying TS's Devil's Tongue FireballLauncher and all associated TS code would be a good base to start. Pity that base doesn't work with Ares.
Spoiler (click here to read it):
ruless.ini
Code:
[Flamethrower]
Damage=0
AmbientDamage=2
ROF=50
Range=4.25
Projectile=Invisible
Speed=1
Warhead=Fire
Report=TSFLAMTNK1
UseFireParticles=yes
AttachedParticleSystem=TSFireStreamSys
Burst=2

[TSFireStreamSys]
HoldsWhat=TSFireStream
Spawns=yes
SpawnFrames=4
BehavesLike=Fire
Image=TWLT036
Lifetime=30 ; was 100

[TSFireStream]
Image=TSFLAMEALL
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=Fire
Damage=2
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=TSFLAMTNK1
arts.ini
Code:
[TSFLAMEALL]
CustomPalette=tsanim.pal
sounds.ini
Code:
[SoundList]
8310=TSFLAMTNK1
[TSFLAMTNK1]
It's not working at all; nothing is fired, and the FLAMTNK1 sound isn't played (or at least inaudible).

EDIT: I probably should specify this weapon will an InfatryType's weapon; Gatling logic doesn't work on them IIRC.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Feb 19, 2021 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bump.

Fixed. I forgot Particles and ParticleSystems need to be listed.

I still have one problem though: TSFLAMEALL.shp (FLAMEALL.shp from TS) isn't using tsanim.pal like I want it to.

I've already tried declaring TSFLAMEALL under [Animations] and then in arts.ini:
[TSFLAMEALL]
Palette=tsanim

and

[TSFLAMEALL]
CustomPalette=tsanim.pal

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Feb 19, 2021 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Particle doesn't read art entry. Your writing is meaningless #Tongue

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Feb 19, 2021 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Particle doesn't read art entry. Your writing is meaningless #Tongue
Thanks for the tip #Tongue

rules:
[TSFireStream]
Image=TSFLAMEALL
Palette=tsanim.pal

Works as intended.
Now need some way to fire-proof the flame troopers' allies and the troopers themselves...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 21, 2021 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Most anim art tags work on particle rules too iiric #Tongue

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Feb 22, 2021 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Something to keep in mind is that flamethrower code from TS does not grant exp to the unit for kills.

Edit: Vanilla game logic without Ares.

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Last edited by Allied General on Wed Feb 24, 2021 5:59 pm; edited 1 time in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Feb 22, 2021 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Something to keep in mind is that flamethrower code from TS does not grant exp to the unit for kills.
It does with Ares

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Apr 12, 2021 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you make it in the end? I made a gas weapon for an infantry that only needs a flame animation particle if you’re still looking I could probably go have a look at the code for you. I think it’s just a trailer on an invisible projectile with a gas explosion and we use ares animation damage.  So it’s not particularly difficult. You also get exp for kills.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 12, 2021 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice one!

I still need a way for the flames to not do friendly fire though.

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