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Grinder thread
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Yuri Legends
Disk Thrower


Joined: 26 Jun 2010
Location: Philippines

PostPosted: Thu Dec 09, 2010 9:52 am    Post subject:  Grinder thread
Subject description: RA3 Grinder coding in rulesmd.ini
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Hi!
I have RA3 Grinder (Voxelized) in my mod, I requesting you in the ff. in rulesmd.ini coding, please!

-Once grinder close to a prey(vehicle), the prey cannot move and/or attacked but it takes damage like in RA3.
-=NO NEED=-
-Infantry: just I used OmniCrusher=yes to crush any infantry.

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Thu Dec 09, 2010 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a tutorial over at YRArg. You could CP it into your code.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Dec 09, 2010 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've told you to use airburst to simulate double/multi warhead effect.
Airburstweapon's projectile set to vertical and not inviso.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Dec 09, 2010 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Close range, EMP weapon that does damage and a non-EMP version as secondary weapon against infantry. Nuff said. You're gonna need .exe hacks (Npatch, Ares) though for EMP to work.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Dec 09, 2010 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

the key is to create a EMP weapon that can deal normal damage.Animation won't bring experience.
you can use gattling to kill infantry and charge up at once.

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Yuri Legends
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Joined: 26 Jun 2010
Location: Philippines

PostPosted: Thu Dec 09, 2010 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uh sorry, I didn't read your comment before, but I will try it in my map (test center)... Wink

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Thu Dec 09, 2010 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is simple thing i think (my method use ares)

give the grinder close-range weapon, which have the warhead verses very good to infantry and have EMP, since in ares infantry is default to immune to EMP, so the infantry will just got damage and crushed

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Dec 09, 2010 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

on your Feature page at Moddb,there was a comment and you've surely already read it

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Dec 09, 2010 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't a clue as to how the Grinder looks, works, anything. But from the sound of it, you could use AC spawn logic as a workaround. Make an aircraft, can be invisible or whatever, and give it a parasite weapon that has Paralyzes=(frames of paralysis, also ROF) that can either damage, or do no damage while you fire a constant damage secondary at it, say for example if the grinder makes a laser effect. It has to be a parasite because Paralyzes is hard-coded as such.

And not to be a bastard about it, but not everything can be solved via airburst.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Dec 10, 2010 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Try before commenting.Since most of you are not really interested in new methods , I just smilence.
Who said Airburst can only be used on missiles?

Such method is already well-known in our community.Called 'Multi-warhead' weapons.Can attach infinite warheads.And no bugs has been reported.

Aircraft?
Think about this.You ordered the unit to attack a building , your spawn unit is launched.And you ordered the grinder to move away,but the spawn unit is still attacking that building.What happens if you order it to attack another unit? A certain delay for your spawned aircraft to fly back from a long distance ,land and take off?
This is already tried.As it has obvious problem , cancelled.

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Yuri Legends
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Joined: 26 Jun 2010
Location: Philippines

PostPosted: Thu Feb 03, 2011 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't get it. Please post in rulesmd.ini coding.

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Thu Feb 03, 2011 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:

6. Integrating Samples
---------------------------------------------------------------------------------------------
1. Using a weapon whose Projectile has a Cluster=1, to attach multi warheads on the same weapon. Here's a sample to realize
the EMP Patriot Missile Defense System:

[EMPSAM]
(...)
Primary=EMPPatriot

[XCOMET]
(...)
ElitePrimary=EMEffectWeapon ; Make the game "recognize" this weapon.

[EMPPatriot]
(...)
Projectile=EMMissile
Warhead=HE

[EMEffectWeapon]
(...)
Damage=150
Projectile=InvisibleSpecial
Warhead=EMPuls

[EMMissile]
(...)
Cluster=1
Airburst=no
AirburstWeapon=EMEffectWeapon

[InvisibleSpecial]
Image=none
Inviso=no ; Do not set to yes。
Arcing=yes
Vertical=yes ; Important.
DetonationAltitude=0 ; Important.

[EMPuls]
(...)
CellSpread=1


I've found this in NPatch Extended edition, feel free to use. Very Happy

Or you can use my grinder weapon
Code:

[GrindingWeapon]
Damage=25
ROF=5
Range=1.75
Projectile=InvisibleGrind
Speed=100
Warhead=GrinderWH
Report=GrinderAttack

[GrindingWeaponE]
Damage=35
ROF=5
Range=1.75
Projectile=InvisibleGrind
Speed=100
Warhead=GrinderWH
Report=GrinderAttack

[InvisibleGrind]
Inviso=yes
Image=none
SubjectToElevation=yes
Cluster=1
Airburst=no
AirburstWeapon=GrindingEMP

[GrinderWH]
Wall=yes
Wood=yes
Verses=100%,100%,100%,100%,100%,100%,55%,75%,40%,100%,100%
CellSpread=0.1
InfDeath=6

[GrindingEMP]
Damage=5
ROF=5
Range=1.75
Projectile=InvisibleEMP
Speed=100
Warhead=GrinderEMPWH

[InvisibleEMP]
Image=none
Inviso=no
Arcing=yes
Vertical=yes
DetonationAltitude=0

[GrinderEMPWH]
Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,0%,0%
InfDeath=4
EMEffect=true

If you use it, you must credit me Very Happy (I mean my grinder weapon) Credits to kenosis and LH_Mouse annyway.

Last edited by IamInnocent on Sun Feb 06, 2011 1:25 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Feb 03, 2011 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Or even easier: use Ares. In Ares, there are different tags for EMP effect and damage. You can have both (EMP.Duration and Damage, respectedly.)

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Feb 03, 2011 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

.......................

LH and I are the original writers of that code.

Such an EXE hack allows you to use multi warhead effect on missiles.
On original NP you can only use that with cannons and small arms.

Also,AirburstWeapon= can be used without Airburst=yes,just comment out that Airburst=no.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Feb 03, 2011 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's fair to note that Ares does this without any "multi-warhead" effect.

Quote:
NB: Tiberian Sun used the weapon's Damage flag to determine how long the EMP effect would last. Ares, however, uses 2 new flags (EMP.Duration and EMP.Cap) to provide greater control. The weapon's Damage will be delivered independently from EMP paralysis (so a weapon can both damage and paralyze its target). Tiberian Sun also used the flag EMEffect=yes, which is not used in Ares.

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Yuri Legends
Disk Thrower


Joined: 26 Jun 2010
Location: Philippines

PostPosted: Fri Feb 04, 2011 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Well thanks for your suggestions guys even the coding sample. Well I think about both NPatch (or Extended) and Ares, so I will work on the mod with NPatch right now.

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