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Making a vehicle unit smoke all the time
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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Sun Jul 25, 2010 9:08 pm    Post subject:  Making a vehicle unit smoke all the time
Subject description: A question...
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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?

Thanks in advance!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 25, 2010 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately, without being able to attach an active anim to a vehicle I'm afraid this is not possible.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Sun Jul 25, 2010 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

*sniff* *sniff* really? : (

Is there a way to trick it into thinking that it is damaged all the time, or something?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 25, 2010 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Shakar
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Joined: 04 Jan 2008
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PostPosted: Mon Jul 26, 2010 2:04 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

I could be wrong though.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Jul 26, 2010 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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-=HelloDave=-
Grenadier


Joined: 06 Nov 2008

PostPosted: Mon Jul 26, 2010 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

If a unit is attacked by a weapon with " damage=0 " it won't retaliate; I used this for the lasers on my yuri mod map last year.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Jul 26, 2010 3:11 pm    Post subject: smoke Reply with quote  Mark this post and the followings unread

if this is a bulldozer the blade part should be curved a bit

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Mon Jul 26, 2010 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

How would I get this thing to fire all the time?

I started with the code for the repair bullet...
Code:

[DozerSmoke]
Damage=0
ROF=5
Range=1.8
Projectile=Invisible
Speed=100
Warhead=DummyWarhead
;Report=IFVRepair
UseSparkParticles=yes
AttachedParticleSystem=SmallGreySSys


Any Ideas?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Jul 26, 2010 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make your weapon have Range=255 and set the unit to have CanPassiveAquire=yes and it should generate the effect you want.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Mon Jul 26, 2010 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
; repair bot repairing
[DozerSmoke]
Damage=0
ROF=5
Range=255
Projectile=Invisible
Speed=100
Warhead=DummyWarhead
;Report=IFVRepair
UseSparkParticles=yes
AttachedParticleSystem=SmallGreySSys
OmniFire=yes
CanPassiveAquire=yes

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?

Its a start!



smokeA.PNG
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In game
 Filesize:  97.65 KB
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smokeA.PNG



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jul 26, 2010 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

CanPassiveAquire=yes goes on the vehicle code.

This is pretty cool, I tried something like this before but with utter fail, I know what I did wrong now.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Jul 26, 2010 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
set the unit to have CanPassiveAquire=yes


Just read a bit more carefully next time. Smile

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Mon Jul 26, 2010 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Jul 27, 2010 4:09 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Good luck.

[Unit]
OpportunityFire=yes
MovingFire=yes
AttackFriendlies=yes
AttackCursorOnFriendlies=yes
CanPassiveAquire=yes
Primary=Weapon
Secondary=Weapon

[Weapon]
OmniFire=yes
Report=
Damage=1
ROF=5
Range=255
Speed=150
AreaFire=yes
FireOnce=no
Projectile=InvisibleLow
Warhead=Warhead
UseSparkParticles=yes
AttachedParticleSystem=SmallGreySSys

[Warhead]
Verses=-5%,-5%,-5%,-5%,-5%,-5%,-5%,-5%,-5%,-5%,-5%
InfDeath=10
CellSpread=0
PercentAtMax=.25

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.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Tue Jul 27, 2010 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Jul 28, 2010 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Really that didn't work? In what way?

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.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Wed Jul 28, 2010 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Jul 28, 2010 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Check the Battle Fortress for more info on chasing enemies with OmniCrusher.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
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PostPosted: Wed Jul 28, 2010 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

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!

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Jul 28, 2010 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Atari2600 wrote:

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"

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Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
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PostPosted: Thu Jul 29, 2010 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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kenosis
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PostPosted: Thu Jul 29, 2010 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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