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Superweapon like Rift Generator and Black Hole
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ryancaesarcrush123
Medic


Joined: 01 Dec 2013
Location: Philippines

PostPosted: Tue Jan 26, 2021 1:42 pm    Post subject:  Superweapon like Rift Generator and Black Hole
Subject description: SHP superweapoh
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Superweapon like Rift Generator and Black Hole any SHP or INI ???

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jan 26, 2021 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

To my knowledge no one has made a Rift Generator style super weapon yet. There are unused shp files within the game for a chrono vortex anim that could be used to make a rift super weapon though, the only issue would be making it suck units in towards it. You could make a super weapon that first spawns a dummy unit with multiple Magnetron weapons (Needs Ares & Initial Payload) to draw units towards it, then after a set time explode destroying them & anything else near by.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Thu Jan 28, 2021 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Haha


That’s genius! a battle fortress with magnetron infantry as initial payload. Self damaging of course. Using an attach effect. Battle fortresses do target multiple units tho right?

You could also fake a vortex using some kind of rocker and airburst (I forget the name of the projectile tag, but the one that makes explosions in a circle radius spawn around the enemy instead of on its tile) or a wide airburst that forces that unused super rocker tag to hit the object from all sides.

On that unused super rocker tag really high damage will result in ultra slow unrealistic gravity effects that may be also tamed into such an effect with a lot of hard research and testing.

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GalaxyKid11
Medic


Joined: 23 Jan 2021

PostPosted: Sat Jan 30, 2021 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I’m also trying to create a weapon similar to what you’re suggesting, all based upon warp technology. I’ll keep you updated on my progress here, I like the magnetron suggestion!

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jan 30, 2021 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Magnetic weapon supposed to be invisible... I think Mag Beam could be colored 0,0,0 like laser.
Anyway, that vortex shp could have damage in art. You can specify warhead and damage. Also Rate is to control in which way anim damages.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Feb 03, 2021 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just a note, he abandoned this thread as well. I was right.
Same as these ones
https://ppmforums.com/viewtopic.php?t=50829&highlight=
https://ppmforums.com/viewtopic.php?t=51447&highlight=
https://ppmforums.com/viewtopic.php?t=52389&highlight=
https://ppmforums.com/viewtopic.php?t=55139&highlight=
https://ppmforums.com/viewtopic.php?t=55472&highlight=
He opens thread, then never gets back again, and people do not know how is his progress here, did suggestions worked, did he find solution, or find alternative workaround, should we bother still to find solution here etc etc...

ryancaesarcrush123, man, did possible solutions worked? Was it helpful at all? Mind to provide your own code so people can check it better? Are you satisfied? Can you say anything at all?

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Feb 03, 2021 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since he'll never return, this is how I'd do it, though it's purely theorycraft (and maybe a little lazy at the end) since I can't test it because I'm currently having problems getting YR + Ares to run on CnCNet.

Code:
; ???????????????????????????????????????????????
; ?????????? Rift Generator Superweapon ?????????
; ???????????????????????????????????????????????

[RiftGeneratorSW]
UIName=Name:RIFTGENSW
Name=Rift Generator Superweapon
IsPowered=true
RechargeTime=10
Type=LightningStorm
SW.CreateRadarEvent=yes
RechargeVoice=00-I156
SidebarImage=RIFTICON
DisableableFromShell=yes          ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes               ; AI will use AISuperDefense system to decide to block this
ShowTimer=yes
SW.Range=10                     ; = radius of the warhead
SW.Damage=50
SW.Warhead=RiftGenerator
SW.ActivationSound=RiftGenActSound   ; create this or use another sound
SW.AITargeting=LightningStorm
Cursor=RiftGenCursor            ; create this or use another cursor
Lightning.Duration=750
Lightning.HitDelay=30            ; 30 frames = about every 2 seconds, make sure Lightning.Clouds= lasts this long
Lightning.ScatterDelay=0         ; no scatter
Lightning.Separation=0            ; maybe unnecessary because of above but just in case
Lightning.IgnoreLightningRod=yes
Lightning.DebrisMin=0
Lightning.DebrisMax=0
Lightning.CloudHeight=1024
Lightning.BoltExplosion=
Lightning.Sounds=RiftGenUnitBreak, RiftGenBuildingBreak
Lightning.Clouds=RIFTANIM         ; the big vortex image
Lightning.Bolts=

[RiftGenWH]
CellSpread=10
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=150%,150%,150%,100%,100%,100%,100%,100%,75%,150%,100%
Rocker=no
InfDeath=6

; ???????????????????????????????????????????????
; ????????? Vacuum Imploder Superweapon ?????????
; ???????????????????????????????????????????????

[VacuumSW]
UIName=Name:VACUUMSW
Name=Vacuum Imploder Superweapon Part 1
IsPowered=true
RechargeTime=10
Type=PsychicDominator
SW.CreateRadarEvent=yes
RechargeVoice=00-I156
SidebarImage=VIMPICON
DisableableFromShell=yes          ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes               ; AI will use AISuperDefense system to decide to block this
ShowTimer=yes
SW.Range=10                     ; = radius of the warhead
SW.Damage=300
SW.Warhead=RiftGenWH
SW.ActivationSound=RiftGenActSound   ; create this or use another sound
SW.AITargeting=LightningStorm
SW.AffectsTarget=all
Cursor=VacuumImploder            ; create this or use another cursor
Dominator.FirstAnim=VMISLDOWN      ; animation of missile coming down
Dominator.FirstAnimHeight=0
Dominator.SecondAnim=VIMPANIM      ; vacuum animation
Dominator.SecondAnimHeight=750      ; same height as Psychic Dom cloud
Dominator.FireAtPercentage=100      ; fire when VMISLDOWN hits the ground
Dominator.Capture=no
Dominator.Ripple=no
SW.PostDependent=ImploderSW

[ImploderSW]
UIName=Name:IMPLOSW
Name=Vacuum Imploder Superweapon Part 2
Type=UnitDelivery
SW.CreateRadarEvent=yes
ShowTimer=no
SW.Range=10
SW.Deferment=30   ; duration of Dominator.FirstAnim
SW.AITargeting=LightningStorm
Deliver.Types=ZZIMPLODER

[ZZIMPLODER]
UIName=Name:IMPLOSW
Name=ZZ Imploder Dummy
TechLevel=14
Cost=10
Points=100
Trainable=no
Sight=3
ROT=1
DontScore=yes
Size=5
SizeLimit=1
OpenTopped=yes
PipScale=Ammo
Ammo=1
Primary=RepairBullet
Secondary= ; maybe Range=3 weapon to kill when enemies get close
NoAmmoWeapon=1   ; use secondary
NoAmmoAmount=2   ; 300 IQ play
RadarInvisible=yes
BalloonHover=yes ; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
Speed=1
JumpjetSpeed=1 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=12
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=1
JumpjetHeight=750   ; same as Dominator.SecondAnimHeight
JumpjetNoWobbles=yes
ConsideredAircraft=yes
Crashable=no
PitchSpeed=.9
PitchAngle=0
Passengers=50
InitialPayload.Types=ZZMAGNET
InitialPayload.Nums=50
NoManualUnload=true
NoManualEnter=true
Selectable=no
IsSelectableCombatant=no
CrateGoodie=no
NoShadow=yes
GuardRange=30
Explodes=yes
DeathWeapon=OilExplosion

[ZZMAGNET]
UIName=Name:IMPLOSW
Name=ZZ Magnetron Dummy
Primary=MagneticBeam
TechLevel=14
Size=1
CrateGoodie=no
DontScore=yes
NoShadow=yes

[VehicleTypes]
+=ZZIMPLODER
+=ZZMAGNET

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Feb 04, 2021 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

the summoned unit would need 0 rate of survivor with ares.

Otherwise all the magnet dummies will stick around even if the original is destroyed (unless they have other way to self destruct).

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Feb 04, 2021 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Since he'll never return, this is how I'd do it

Ahahaha! You could post codes before, but you waited until he is gone since you do not want to feed him with complete work.

4StarGeneral, we should promote you to 5StarGeneral! Those codes are amazing, you just did good job.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Feb 04, 2021 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Ahahaha! You could post codes before, but you waited until he is gone since you do not want to feed him with complete work.


It is my signature after all, I feel like people should at least try to make their own then ask for help, not beg for someone to do everything for them.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Feb 05, 2021 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
It is my signature after all, I feel like people should at least try to make their own then ask for help, not beg for someone to do everything for them.

Exactly! I am glad that someone else wrote that because it recently turned out that those are ,,just my personal standards" regardless fact that majority of advanced modders here thinks same.
Banshee told me as well that I am using wrong approach with name calling them. But he did not say that I am not allowed to do this at all. I can, only without ,,offensive names". So, next time I see someone ,,suspicious" I will check him as well, and inform you about his activities, like I did in previous post, so you know before you decide to write wall of text for him and spend your hard work and time for someone who just requests stuff and/or abandon his own threads.

Like in this case. You just posted some advanced codes! Two ways solution. How long did it take to do?
Mig Eater did gave great idea, with magnetrons and Chrono Vortex unused anim. I also added trick idea with adding damage to that anim, controlling by Rate... But you nailed it! I should soon try it just for sake of it. I think that chrono vortex anim is in wrong palette as far I remember. This can be done in finding right palette, then manually copy paste into anim palette. Depending on frame counts.... I am old school Very Happy However, I recently discovered (shame on me) in replacing colors in SHP Builder that there is option to ,,Palette Conversion".... What fool I am, creating SHPS almost daily to not notice this Very Happy
But you know, this SW could be fun! Multiple magnetrons throwing vehicles away around screen! Very Happy
Oh, I cant say for sure, but I think that MentalOmega did something related to this. They have some anim similar to vortex. I think that I have seen this in some video.

EDIT: I am working on recoloring vortex anim manually. Due to some real life issues, I maybe wont be able to do it quickly... be patient please, whoever needs.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Feb 05, 2021 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
EDIT: I am working on recoloring vortex anim manually. Due to some real life issues, I maybe wont be able to do it quickly... be patient please, whoever needs.


You shoudn't have to recolor manually.

Palette convert to unittem.pal

Then use CSSCHEMES

After finished you can convert back to anim.pal

(or not, just put uses alternate palette in artmd)

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Feb 05, 2021 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I am sorry my friends... my pet rabbit just died. He was sick last week, and I was a bit slowed down. I am totally distracted now, I do not know when I will finish this SHP. Maybe soon when I get physically better.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Feb 06, 2021 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for your pet rabbit. I also got very depressed when my guinea pigs were killed by a neighbor's cat breaking into my patio, so it's completely understandable to feel bad.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Feb 08, 2021 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys, here is, I finished it today, https://ppmforums.com/post-600058/recolored-chrono-anims/#600058
You have dark/black/grey recolored chrono vortex anims.

NimoStar wrote:
Sorry for your pet rabbit.

Thank you NimoStar, this means lot to me. Thank you Banshee again for your PM.

NimoStar wrote:
I also got very depressed when my guinea pigs were killed by a neighbor's cat breaking into my patio, so it's completely understandable to feel bad.

I am sad to hear that man. That should not happen. That hurt you lot. I am still confused, angry, sad.... I could barely function last three days. It had pneumonia. It died on my hands literally in vet ambulance. That scene hit me.
But in Thursday I started working on these shps, after 4Star General posted tutorial, so we can finally have something. And today I somehow forced myself to finish them. Its not great but considering my condition... It is usable  I think for now.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Feb 16, 2021 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Feb 16, 2021 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

RA3 graphics on RA2 tiles looks so wrong...

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Distorted
Civilian


Joined: 31 May 2017

PostPosted: Tue Mar 02, 2021 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried the code, but it crashed, so I went through a "primitive" experiment.

Making Nighthawk open-topped, and giving GIs magnetic lift secondary, multiple enemy tanks were lifted towards it at once as expected, however...

-It cannot lift infantry even if the the warhead is valid. The "magnet" will keep targeting infantry but nothing happens.
-Above is the same for airborne units.

The best we can get from this is close to a magnetic singularity instead of a vortex/vacuum imploder.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Mar 03, 2021 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

create an infantry on the explosion point, kill targets with temporal, let the temporal warpaway anim generate an invisible infantry, let the infantry attack the explosion point with a projectile that looks like the unit itself

Magnetic pulling is too slow. You should kill them instantly, not keep them alive while they fly.



598A0C42-CE3D-43DF-87BB-4F0F9E03C470.gif
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 Filesize:  2.71 MB
 Viewed:  1766 Time(s)

598A0C42-CE3D-43DF-87BB-4F0F9E03C470.gif



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Mar 03, 2021 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks great but if I understand you correctly it will only work against one specific unit. If there were any other types of units in that clip they would have turned into IFVs, as you can only spawn one type of dummy infantry from an anim & not a different one for every type of unit :/

I guess you could sacrifice the survivors system & make each unit spawn it's own special dummy infantry on death that will only interact with the rift superweapon & if there isn't a rift near by the dummy just kills itself.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Mar 03, 2021 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

You would have to make it not Temporal but use DeathWeapon instead and attach a different animation + infantry to that for every unit.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Mar 03, 2021 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, for temporal, you can make the warpaway a fly up debris to make magnetic satellite. The satellite should be a aircraft that has a whole long list of infantry for every target inside as initial payload. Since you already bother to make a debris shp for each vehicle, such would not be a big trouble.

Anyway. Give up the idea about magnetic beam. Projectile would do the magic. The problem is just how to let each vehicle die in response to such a explosion center unit. If you can connnect 2 SWs, then make a dominator for the missile down, and link a delivery, then initial payload makes the logic possible for ALL targets.

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