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Recreating cryo weapon.
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun May 01, 2022 10:05 am    Post subject:  Recreating cryo weapon. Reply with quote  Mark this post and the followings unread

I would like some help on recreating cryo weapon logic. That its initials attacks does not freeze the target yet until its maximum stage that it will freeze the target.

My original attempt was by using Gattling logic but unfortunately it does not suit well because once the target is destroyed, the cryo weapon holder will instantly freeze the next target if the target is just nearby.

If only there is another logic on AttachEffect that will trigger after a number of attacks with the same type of AttachEffect. Something like, the more cryo weapon holder units attacks a target, the faster the target will get frozen but unfortunately I think Ares has not go that far.

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Sun May 01, 2022 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure that AE doesn't stack up by "AttachEffect.Cumulative=" tag ?  (making them slower and weaker by AE)

Also next target instand freeze problem can be solved by using RateDown= a larger number than RateUp= in gattling logic.

for example,  RateUp=1 ; RateDown=in between 30 ~ 50

How many stages of gattling logic for cryobeams? You can use up to 6 instead of 3, I think.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue May 03, 2022 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Just do Cumulative AE

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat May 28, 2022 9:30 am    Post subject: Re: Recreating cryo weapon. Reply with quote  Mark this post and the followings unread

chr0nicz420 wrote:
If only there is another logic on AttachEffect that will trigger after a number of attacks with the same type of AttachEffect. Something like, the more cryo weapon holder units attacks a target, the faster the target will get frozen but unfortunately I think Ares has not go that far.


This needs a massive condition support and it would look really weird in INI terms (would need a massive overload in the parser segment). OpenRA does this and it took OpenRA a few iterations and a whole sub-parser to get there.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Apr 09, 2023 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

This part is not hard but to make weapon to freeze according to size or health of the target meaning the bigger or more health pool they are the harder it takes to freeze.

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