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IsBigLaser= tag not working
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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Nov 12, 2009 7:18 am    Post subject:  IsBigLaser= tag not working
Subject description: :(
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I wanted to make a laser weapon with a big laser. So I placed said tag in my weapon codes like so:

Code:
; Fire by Kaiser Cannon
[PositronLarge]
Damage=120
ROF=110 ;60
Range=10
Speed=100
LaserColor=119,143,255
Projectile=InvisibleHigh
Warhead=PrismWarhead
LaserInnerColor = 119,143,255
LaserOuterColor = 153,214,212
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
Report=PrismTankAttack
IsBigLaser=true

; Fire by Kaiser Cannon
[PositronLargeE]
Damage=124
ROF=110 ;60
Range=10
Speed=100
LaserColor=119,143,255
Projectile=InvisibleHigh
Warhead=PrismWarhead
LaserInnerColor = 119,143,255
LaserOuterColor = 153,214,212
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
Report=PrismTankAttack
IsBigLaser=true


The tag is supposed to make the laser effect of a charged up prism tower. But ingame, the laser is still normal sized Sad Did I missed any tags?

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Nov 12, 2009 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I need answers Confused

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Nov 12, 2009 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Lets see what ModEnc says....

"Can be set to 'yes' or 'no' and specifies whether or not the weapon should use the special 'big laser draw' effect along its projectile path. This does not appear to work in Red Alert 2 as it also required Charges=yes which meant it could also specify a LaserOuterColor= as a 'bigger' laser effect whilst charging/discharging - the charging logic has been replaced with the 'delayed fire' logic."

Food for thought.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Nov 12, 2009 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The MDK didn't explain it clearly Confused This does work with Npatch, does it?

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Thu Nov 12, 2009 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
The MDK didn't explain it clearly Confused This does work with Npatch, does it?
NPatch use LaserSize= tag

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Nov 12, 2009 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Looked that up. Yup, the MDK didn't say IsBigLaser= tag does not work anymore :/

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Nov 12, 2009 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I coulda sworn the rules.ini commentary told you IsBigLaser= does not work. I know it said so for Charges=

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Nov 12, 2009 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think Charges still works in RA2. I'd need to test though...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Nov 12, 2009 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Na, I think they changed it to AnimFireDelay or something like that used in Art.ini for RA2

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Nov 13, 2009 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Found that out already. Seems to only work for structures...

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Fri Nov 13, 2009 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
LaserOuterSpread= 0,0,0


explains it's self.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Nov 13, 2009 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

superluigi949 wrote:
Code:
LaserOuterSpread= 0,0,0


explains it's self.


Does it? Exactly where does it explain what those 3 numbers actually do? I'm having trouble seeing it :p Really if you are going to post something like this, its not very helpful. If you know how that flag works, try actually explaining it. If not, don't post!

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Nov 13, 2009 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

superluigi949 wrote:
Code:
LaserOuterSpread= 0,0,0


explains it's self.


That's only the variability in color for IsLaser=yes weapons and projectiles.

ModEnc

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Fri Nov 13, 2009 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

i was playing with this code at the prism tower,belive it or not but the screen had been cut in half back then.

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