Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Sun Jul 25, 2010 9:08 pm Post subject:
Making a vehicle unit smoke all the time
Subject description: A question...
Hey yall. Remember this thing?
Well, while playing with it ingame, I realized "Whoa, this looks cool with the smoke pouring out of it when its damaged. I wish it did this all the time"
Therefore, I ask, how do you make a vehicle unit bellow smoke all the time, rather than when its just damaged?
This looks like a unit (bulldozer) which normally doesn't has a gun.
Thus give it a dummy weapon and attach to this weapon a particlesystem. (see repair welding spark PS)
The PS will follow the unit even after the weapon was fired and then last as long as the PS. Due to the special logic applied to PS, the unit also won't be able to fire the weapon again until the PS has finished playing, thus no stacking PS effect.
If you manage to make the unit fire the weapon automatically (i'm not that familiar with RA2 modding possibilities), you could keep the PS play as long as the unit exists. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well, then there would also be the problem of the unit turning to face the unit it's "attacking" with this dummy weapon... So to add to what LKO said, I'd give it an invisible turret with Omnifire=yes (Or what ever the tag is in rules.ini) with TurretSpins=yes so that the unit can continue going where you want it to go without it stopping to turn towards an enemy unit... Of course, this may make the enemy units go after the vehicle though since it is after all in a way "attacking" the enemy units.
To fix the attacking enemy thing. Do what they did with the ore spawning building with the friendly fire thing so their is way less chance it will attack an enemy when it spawns. QUICK_EDIT
Posted: Mon Jul 26, 2010 3:11 pm Post subject:
smoke
if this is a bulldozer the blade part should be curved a bit _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Mon Jul 26, 2010 4:59 pm Post subject:
I am 100% content with my Wardozer as it stands. I have it as an omni-crusher for the Soviets, gave it room for 5 passengers (its not opentopped), and I even gave it a very weak anti infantry grenade weapon to spew out of it. I might actually be willing to drop that weapon if this PS were to work.
Well, I gave it a test run using that code, and it didn't start off smoking or begin smoking of its own accord at any point. But, if I told it to force fire on the ground anywhere around it, puffs appeared and stayed for maybe... 30 seconds?
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Mon Jul 26, 2010 9:36 pm Post subject:
Oops...
Lemme just fix that...
EDIT: I tested the change in the code... no difference. To make it smoke, it requires that you directly command it to force fire on the ground. Also, it won't target enemies now, and therefore has lost its ability to be an omni-crushing Wardozer. _________________
Here's the correct code. Don't get into "why" it works. I don't wanna bother to explain. Set the units weapon as both its primary and secondary weapon.
Oh and for fun here, you can give the bulldozer a larger cellspread it will heal stuff. But if you do this, it will heal enemy stuff as well.
"Note as it is now, this will not heal or damage the unit nor any units near it, it's the "areafire" logic at work, can't damage itself, but yet it can only hit itself."
However, you can control it a little bit, and it will only heal stuff within cellspread range of the bulldozer unit. If you go this path, damage on weapon will need to be adjusted for repair rate, as well as percent at max values, and the range would be changed as well so it only smokes when repairing stuff. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Tue Jul 27, 2010 10:52 pm Post subject:
Alright, that did just about the same thing the previous ideas did. (thanks for trying though)
New idea (that might solve 2 problems at once!):
Virtual Scanners- How do they work? I did some searching, and found absolutely nothing on them in PPM
Well, how about this? It smokes only when its underway to kill something, sorta like when it spots an enemy, and steps on the gas to start chasing it down for the kill. This would once again make even the enemy's Wardozers go in for the kill. Is it possible to get the VS to do that when it acquires a target?
That would actually make the smoke a bit more dramatic, and therefore stand out a bit more. _________________
I'm guessing that maybe particle weapons don't work with arefire weapons. But those codes should do what your looking for.
BTW I've never tried attaching particle systems to weapons other then for some crude napalm and flame thrower weapons. Try attacking an animlist= to the warhead code I gave you. Should auto fire and create the animation. If you can create a smoke animation that may work.
Oh yeah I'd avoid virtual scanners. But that's just me. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Wed Jul 28, 2010 5:49 am Post subject:
EricAnimeFreak wrote:
Really that didn't work? In what way?
As in, it did exactly what the previous attempts had accomplished. It required that I click on something to get it to start smoking, but it stopped in the same amount of time. But now I didn't have to forcefire like before. That's all that changed.
EricAnimeFreak wrote:
Oh yeah I'd avoid virtual scanners. But that's just me.
How else do you get something with omnicrusher to chase down enemies without telling it to do just that? I honestly don't know, I don't work with non-ranged weapons that often. _________________
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Wed Jul 28, 2010 6:43 am Post subject:
The battle fortress targets whatever comes into range of its primary weapon. Then once it starts firing, it approaches, and then smashes it into concrete.
I betcha I could make a machine gun weapon for the Wardozer that does the same thing, and for its animation, give it the smoke PS! Ill do that in the morning... time for me to go to sleep. Think it'll work?
Thank you m7 for the mind jog- that's just what I needed! _________________
As in, it did exactly what the previous attempts had accomplished. It required that I click on something to get it to start smoking, but it stopped in the same amount of time. But now I didn't have to force fire like before. That's all that changed.
I thought that's what you wanted. No force fire - auto reoccurring weapon that spawned smoke, always. I've used this on invisible lightposts that would randomly turn on creating healing and damaging zones or create animations at waypoints for me with map triggers.
So you need that + it needs to auto crush tanks. Well set the primary weapon like the battlefortress like others have already said. You might also be able to ruse the code i gave you as a secondary weapon by modifying the verses tags on the primary weapons warhead. "But that needs testing" _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Thu Jul 29, 2010 2:17 am Post subject:
Well, I give up on this whole smoke thing. Why? Because the particle system has to finish its entire animation sequence before it allows the gun to fire a second time once its acquired a target. It will run down enemies... sometimes, but whatever.
Its not worth the trouble, so Ill just set it to the 20mm rapid machine gun that does ztype-all.
Thank you to everyone who offered their advice- it is appreciated. _________________
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Thu Jul 29, 2010 3:18 pm Post subject:
Maybe a gattling system can be used.
Rate up being high,you can make it give out smoke at any time and then switch to a short-ranged weapon.As the target is out of range maybe it will at once go down to that smoking weapon(or approach the target,I'm not sure).
Perhaps it works. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum