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Cluster not working on projectile ._. ~solved~
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Apr 28, 2010 5:36 am    Post subject:  Cluster not working on projectile ._. ~solved~
Subject description: Only I would have problem with Beginner stuff xD please help
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[EPICMRG]
UIName=Name:EMGTK
Name=Epic Mirage Battlefortress
Prerequisite=GAWEAP,GATECH
Primary=MirageGun9X
DisguiseWhenStill=yes
Strength=2000
Category=AFV
Armor=heavy
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=9
Sight=9
Speed=3
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance,AHQC,STRMGEN,ROBGEN,Canada,Japan
Cost=4;000
Soylent=4;000
Points=25
ROT=5
IsSelectableCombatant=yes
CanDisguise=yes
CanApproachTarget=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MirageTankMoveStart
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15
DamageParticleSystems=SparkSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=4
AllowedToStartInMultiplayer=no
EliteSecondary=MirageGun9XE
CrushSound=TankCrush
PipScale=Passengers
Passengers=8
OpenTopped=yes
SizeLimit=2

[MirageGun9X]
Damage=100
ROF=70
Range=7
Projectile=LOOKJIMAPROJECTILE
Speed=100
Warhead=MirageWH1
DisguiseFireOnly=no
Report=MirageTankAttack
Bright=yes
Anim=VTMUZZLE
DisguiseFakeBlinkTime=15
RevealOnFire=no

[MirageGun9XE]
Damage=100
ROF=50
Range=8
Projectile=LOOKJIMAPROJECTILE
Speed=100
Warhead=MirageWH1
DisguiseFireOnly=no
Report=MirageTankAttack
Bright=yes
Anim=VTMUZZLE
DisguiseFakeBlinkTime=15
RevealOnFire=no

[LOOKJIMAPROJECTILE]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Cluster=5

That would be everything but warhead, but warhead is not important, its just the normal mirage WH but with a cell 1.

So like, i have a similar Mirage tank that is heavy and has cluster of 2, and it works fine, so then i decided to give the british the epic unit version that has even more cluster. Original plan was to make it cluster 11 just to see it ingame (Id imagine thats broken on conyard but i just wanted to see it). Though it did not show ingame. I renamed projectile to make sure i did the correct one, I made sure C in cluster was capital, and copied and pasted from the existing projectile that worked for the previous mirage tank and did simple modifacations so it should of worked. I made sure no other projectile with the same name exists as well. :/

I tried using the origina working projectile for the ehavy mirage, and it worked. all 3 clusters or whatever. So i copied and pasted it again, redid cluster and single explosion.... again.

Am i missing something? D: Is there a limit on projectiles? Because i do have like one for each new unit (I have about 200 new units added)

Last edited by wardeathfun on Thu Apr 29, 2010 4:15 am; edited 1 time in total

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Apr 28, 2010 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cluster does not do anything in RA2 or YR I believe.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Apr 28, 2010 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've made plenty of cluster weapons, they work 001.

As for 200 units, are you using a patch, or just not caring about the 100 unit bug?

You should still list the warhead, rather then forcing people to look for the code. Which I presume looks like this?

[MirageWH1]
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100%
AnimList=IRONFX
InfDeath=4
Bright=true
CLDisableBlue=true
CLDisableGreen=true
CellSpread=1
PercentAtMax=1

Also if you have previously working code, please post that code as well, just saying you have working code is not going to help us solve your problem.

Have you tried adding a different set of animations to the warhead?

Actually now that I think about it, you cluster may be working, but I use certain tags on my weapon and projectile codes that you don't. Because of this, your weapons cluster, all hit the same cell, resulting in a "1 animation" on screen effect.

Try adding:

High=yes
Ranged=yes
Inaccurate=yes
FlakScatter=yes

Also, I think that the further the projectiles travels, the higher chance the cluster projectiles will separate, instead of remaining locked in 1 cell.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Apr 28, 2010 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

na, with a cluster weapon, CellSpread=1 wont make a difference, Cluster will still allow it to spread out wether this is CellSpread=1 or 10.

But looking at your codes, I dont see any reason for it not to work, but yeah post warhead code also.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Apr 28, 2010 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually with cluster weapons, the projectiles can land randomly along a pattern of:

xxx
xox
xxx

Where o is the main targets cell. So each projectile uses the weapons damage and uses the verses and cellspread.
So if it had Cluster=9, it would hit every cell. and then, for each of those cells, it would do its damage with its own cell spread. Assuming a weapon did 10 damage, and had 9 cluster, the center cell would actually take 90 damage.

Damage spread in cells for a weapon like this with 10 damage, 1 cell spread with percent at max=1 and verses 100% would deal damage like this via the cells.

00 - 00 - 00 - 00 - 00 - 00 - 00

00 - 10 - 20 - 30 - 20 - 10 - 00

00 - 20 - 40 - 60 - 40 - 20 - 00

00 - 30 - 60 - 90 - 60 - 30 - 00

00 - 20 - 40 - 60 - 40 - 20 - 00

00 - 10 - 20 - 30 - 20 - 10 - 00

00 - 00 - 00 - 00 - 00 - 00 - 00

Which means putting cellspread on a cluster weapon, is a very bad idea! Combine this with the effect that Structure can be #X# foundations which can be effected by multiple cell damage, and all of a sudden a 10 damage weapon can kill an mcv with 1 shot, but has trouble killing a single infantry.

Of course you can balance by changing verses tags and lowering percentatmax to reduce this.

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Additional new features.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 29, 2010 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Try changing Speed=99 on the weapon and comment out Inviso=yes on the projectile.
Due to the instant hit weapon, it could be possible that the cluster logic doesn't work.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Apr 29, 2010 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I tested using the default Mirage weapon, added Cluster=5 to projectile and CellSpread=1 to WH, Worked normally.



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Apr 29, 2010 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool! I always thought that it was hardcoded to 9...

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 29, 2010 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Naw, 9 is just the max cluster you can set. Also airburst weapons can only be set between 2 and 9, if you try setting cluster=1 on an airburst weapon you will get 9. But like I said before, cluster weapons are a dangerous game unbalancer, be very careful when adding cluster weapons, or feel the wrath of a broken, unbalanced game.

_________________
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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Apr 29, 2010 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

[MirageWH1]
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100%
AnimList=IRONFX
InfDeath=4
Bright=true
CLDisableBlue=true
CLDisableGreen=true
CellSpread=.7


WH above that works~

Projectile for the other mirage tank that works :/

[InvisibleLowCLU]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Cluster=2


I will try to try all the steps mentioned above ._. i will post or edit this post if any good results come. thanks for help (once again xD) guys.

edit~
Oh yeah, forgot to say im using NPatch AE (only hack that removes the unit bug, and sadly will be the only patch i can use for a very long time since ares wont have superweapons quite yet or anything else im using Dx)

Also Eric Anime freak brought a good point, since despite the amount of damage i placed, it seems like its always instant hit ._.

final edit~
Erics set up worked! Thanks so much guys! (i would of never guessed thats the problem, to be honest, i was expecting a typo even though i was super careful xD) So thanks so much guys baring with such a noob xD

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