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Any way to mark an end of SuperWeapon effct?
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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Jan 03, 2022 7:29 pm    Post subject:  Any way to mark an end of SuperWeapon effct? Reply with quote  Mark this post and the followings unread

According to Ares docs SuperWeapons have few settings to mark SW start:
Message.Ready=, SW.ActivationSound=, EVA.Ready=.
Yet, various mods have SWs that aren't simple "fire and forget", but have lasting effect.
So, is there any way to signal, that SW in near ending/stops working?(desirably not by mere message incorner, but smth Noticeable)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jan 03, 2022 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are probably some workarounds/tricks you could use but it depends of what type of SW you are using?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Jan 03, 2022 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

SW.Animation=AIRSTRIKERING
SW.AnimationVisibility=owner,allies,team

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Wed Jan 05, 2022 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
There are probably some workarounds/tricks you could use but it depends of what type of SW you are using?
That's the thing, depending on SW some tricks can be used. Like say if SW creates dummy-unit for temporary buff, that unit can have diesound or Eva.Lost and AmbientSound for "marking" SW is in use.
But i am asking for maybe some universal/standard way, just like there are several natural ways to depict that SW is ready/activated. Maybe some ideas?


XxpeddyxX wrote:
SW.Animation=AIRSTRIKERING
SW.AnimationVisibility=owner,allies,team
If i understand it correctly, your hint is about putting the animation on SW building, but i'm asking for more "global way", so user could know that SW is working right now, while continuing to do tasks anywhere on map. Or did i understand it wrong?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jan 06, 2022 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no easy "standard" way of doing what you want, you'll have to use some sort of workaround.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Thu Jan 06, 2022 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
There is no easy "standard" way of doing what you want, you'll have to use some sort of workaround.
Shame, but thanks for clarifying this.

BTW can you please give an advice how to properly set a sound so player would here it map-wide, but only owning player?
For example i gave AmbientSound= to SW-dummy unit, but it's heard by everyone, though i thought only Type=Global should behave like this..
Code:
[Duration]
Sounds=duration
Type=local
Control=loop decay
Range=1000
Volume=88
Priority=high

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jan 06, 2022 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Use Type=Player if you only want the owning player to hear the sound.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Thu Jan 06, 2022 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

rey wrote:
Mig Eater wrote:
There is no easy "standard" way of doing what you want, you'll have to use some sort of workaround.
Shame, but thanks for clarifying this.

BTW can you please give an advice how to properly set a sound so player would here it map-wide, but only owning player?
For example i gave AmbientSound= to SW-dummy unit, but it's heard by everyone, though i thought only Type=Global should behave like this..
Code:
[Duration]
Sounds=duration
Type=local
Control=loop decay
Range=1000
Volume=88
Priority=high


"local" means you will only be able to hear it from a certain range within the Range set. So if you set Range=1000, it is the same as global.
https://modenc.renegadeprojects.com/Type

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Fri Jan 07, 2022 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Use Type=Player if you only want the owning player to hear the sound.
Doesn't work as expected. I gave SW-dummy spawned object an AmbientSound= with this Type=player sound and expected only player-owner of SW to hear sound, while i hear sounds of this SW even if it's enemy's one.


Virgil wrote:
"local" means you will only be able to hear it from a certain range within the Range set. So if you set Range=1000, it is the same as global.
https://modenc.renegadeprojects.com/Type
Thanks for explanation, and i checked that topic even before. Still didn't understand, how to properly set sound as so to say global but only for player-owner?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jan 07, 2022 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Using it on AmbientSound might be overriding the player setting, try attaching it via an anim etc.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Sun Jan 09, 2022 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

@Mig Eater, still doesn't work.
Changed sound to:
Code:
[Duration]
Sounds=duration
Type=player
Control=loop decay
;Range=1000
Volume=88
Priority=high
used WorkingSound= in unit code.
I still hear sound from not only own, but at least ally's dummy-SW unit(didn't check enemies) and without Range= sound became local(i hoped as it's Type=player, player would hear it anywhere).

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Jan 18, 2022 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

rey wrote:
Mig Eater wrote:
There are probably some workarounds/tricks you could use but it depends of what type of SW you are using?
That's the thing, depending on SW some tricks can be used. Like say if SW creates dummy-unit for temporary buff, that unit can have diesound or Eva.Lost and AmbientSound for "marking" SW is in use.
But i am asking for maybe some universal/standard way, just like there are several natural ways to depict that SW is ready/activated. Maybe some ideas?


XxpeddyxX wrote:
SW.Animation=AIRSTRIKERING
SW.AnimationVisibility=owner,allies,team
If i understand it correctly, your hint is about putting the animation on SW building, but i'm asking for more "global way", so user could know that SW is working right now, while continuing to do tasks anywhere on map. Or did i understand it wrong?
No, these tags will show this animation at the target location when you fire the SW.

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