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Superweapon not appearing ingame.
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freedom fighter
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Joined: 14 May 2009

PostPosted: Sat Feb 05, 2011 4:52 pm    Post subject:  Superweapon not appearing ingame.
Subject description: WTH?
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So I've just made a new superweapon (carpet bombing) and gave the Airforce Command HQ the superweapon. But ingame, the superweapon didn't appear in the armory tab. I then tried giving the superweapon to other structures. Still the same. Does anyone know why this is happening? I've tried searching around for a solution but to nothing good came :/

Here's the superweapon's code just in case (I don't think the is anything wrong with it...)

Code:
[CarpetBombSpecial]
UIName=Name:Carpetbomb
Name=Carpet Bombing
IsPowered=false
RechargeTime=1
Type=SpyPlane         ; SpyPlane is the type for SpyPlane clones or Airstrikes
Action=CarpetBombing    ; check out the Adding custom Actions page to find out more about this
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=120
;New Tags
SpyPlane=SUPER1   ;incoming AircraftType, either the SpyPlane or the one performing an airstrike
SpyPlanesNum=1  ;amount of planes coming in
IsAirstrike=yes ;default is no; if no, it will be a usual SpyPlane


Do take note that it has a custom action. Even if it doesn't have a custom action, the superweapon would've at least appeared in the armory tab (although it won't do anything when you use it).

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FurryQueen
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PostPosted: Sat Feb 05, 2011 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you add it to the big list of superweapon types?

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freedom fighter
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PostPosted: Sat Feb 05, 2011 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did. It still ain't appearing.

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Cranium
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PostPosted: Sat Feb 05, 2011 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like NPatch code. But anyway, all I can say is recheck your spelling. As long as you have

[SuperWeaponTypes]
**=CarpetBombSpecial

[Building]
blah,blah,blah
SuperWeapon=CarpetBombSpecial

[CarpetBombSpecial]
blah,blah,blah

I dont see any reason for it not to appear.

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freedom fighter
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PostPosted: Sat Feb 05, 2011 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Silly me, SuperWeapon= tag was spelled as Superweapon= (FFFUUU!)

But now I've got another problem. The carpet bomber only drops one bomb instead of a line of them (10 in total). Here's the bomber and weapon code:

Code:
; Carpet Bomber
[SUPER1]
UIName=Name:SUPER
Name=Carpet Bomber
Image=SUPER
Strength=350
Category=AirLift
Armor=light
TechLevel=-1
Primary=CBOMB
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=yes
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=19
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=BlackEagleMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash

[CBOMB]
Damage=60
ROF=10
Range=7
Burst=10
Projectile=BlimpBombP2
Speed=0
Warhead=CBOMBWH
Report=KirovAttack
Floater=yes


Anything wrong? Cuz these coding works well as a controllable unit :/

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Cranium
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PostPosted: Sat Feb 05, 2011 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

That dosent look like a good choice of tags for a carpet bombing weapon. Give it a higher speed and remove Floater=yes

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kenosis
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PostPosted: Sun Feb 06, 2011 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Although airstrike origins from spyplane and can only fire once,just launch a one-pixel spawn,which does the bombardment,and give it a non-existing airport to let it crash after it has done the job.Set it a dummy death weapon.
That's how



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freedom fighter
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PostPosted: Sun Feb 06, 2011 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

It still ain't working, even when I've removed Floater= and set Speed= to 100.

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IamInnocent
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PostPosted: Sun Feb 06, 2011 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try change ammo=10 and set burst=1? or doesn't change burst?

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freedom fighter
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PostPosted: Sun Feb 06, 2011 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. It didn't work. Kenosis, I don't like the part where the bomber kills itself :/

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Graion Dilach
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PostPosted: Sun Feb 06, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then use Ares.

Clone the SpyPlane SW, add SpyPlane.Mission=Attack, add your aircraft as SpyPlane.Type= and attach a carpet bomber weapon to it.

And there, you're finished.

On RenProj, I even posted a sample code for a carpet bombing airstrike.

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Cranium
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PostPosted: Sun Feb 06, 2011 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Graion Dilach, He's not going to use ares, his mod was developed for NPatch.

you can try this, it's what I use for my carpet bombing.

[LandSweeper]
Floater=yes
Damage=250
ROF=12
Range=10.5
Burst=5
Projectile=LandSweeperP2
Speed=0
Warhead=BlimpHE
Report=KirovAttack

[LandSweeperP2]
Image=ZBOMB
Arm=5
Cluster=1
Shadow=no
Inaccurate=yes

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Feb 07, 2011 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

@Cranium
I tried your code.Only one bomb per time for an airstrike SW.I think spy plane SW is hardcoded to fire only once its weapon.

@freedom fighter
Though it seems bad but works pretty well.one pixel invisible spawned bomber don't get any attention.

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Cranium
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PostPosted: Mon Feb 07, 2011 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

@Kenosis, yeah, it is hard coded, but I thought maybe they unhooked it in NPatch when they added IsAirstrike= to the SW. Guess not. I've never used NPatch, so I dont know much about it.

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freedom fighter
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PostPosted: Mon Feb 07, 2011 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn, nothing is working. It still drops one bomb (though with a airburst of nine bomblets). kenosis, could you give me the base code of your version of the carpet bomb. If i give up on this one, I'll just make the bomber some sort of a bomblet dispensary missile that kills itself when its done bombing.

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kenosis
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PostPosted: Mon Feb 07, 2011 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

[PrimaryBomber]
Primary=Launcher
Spawns=SecondaryBomber
SpawnsNumber=1
SpawnRegenRate=600
SpawnReloadRate=150


[Launcher]
Damage=1
ROF=1
Range=25
Spawner=yes
Projectile=Invisible
Speed=10
Warhead=Special
OmniFire=yes


[SecondaryBomber]
Image=nothing ;one pixel
Strength=1200
Primary=BombWeapon
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Category=AirPower
Armor=test_armor
TechLevel=-1
Sight=0
RadarInvisible=no
Spawned=yes
Landable=no
ConsideredAircraft=no
AirportBound=yes
MoveToShroud=no
PipScale=Ammo
Speed=21
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=Americans
Points=0
ROT=7
Ammo=1
Spawned=no
ConsideredAircraft=no
Explosion=INVISO
MaxDebris=0
IsSelectableCombatant=yes
MoveSound=
DieSound=
CrashingSound=
ImpactLandSound=
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
AACombat=no
Trainable=no
DeathWeapon=dummyweapon
Explodes=yes
Civilian=yes
Selectable=no

[dummyweapon]
Damage=0 ;won't show warhead anim
ROF=10
Range=8.5
Burst=1
Projectile=BombP
Speed=15
Warhead=BombWH
Report=dummy
Lobber=yes


[BombWeapon]
Damage=500
ROF=10
Range=8.5
Burst=1
Projectile=BombP
Speed=15
Warhead=BombWH
Report=dummy
Lobber=yes

[BombWH]
CellSpread=4
PercentAtMax=.4
Wall=yes
Wood=yes
Verses=100%,100%,100%,100%,100%,100%,30%,80%,6%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=TWLT070
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%
Rocker=yes
ShakeXlo=4
ShakeXhi=4
ShakeYlo=4
ShakeYhi=4

[BombP]
Shadow=yes
Proximity=no
Ranged=yes
AA=no
AG=yes
Image=120MM
ROT=0
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
Inaccurate=yes
Arcing=yes

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freedom fighter
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Joined: 14 May 2009

PostPosted: Mon Feb 07, 2011 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Smile The primary bomber is an aircrafttype, yes (spawners don't work with aircrafttypes IIRC)?

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4StarGeneral
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PostPosted: Mon Feb 07, 2011 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about trying BurstDelay0=5 on the aircraft, even though the bomber is hardcoded to fire once, it should still be able to burst fire multiple times. If you already tried this, sorry, I didn't see it in your code.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Feb 07, 2011 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

hardcoded to fireonce ,I think it means ignore burst and burstdelay

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 07, 2011 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use an art.ini anim that starts art.ini debris.
This way i gave DTA an A10 that fires 50 minicluster bombs in one run, and this works even in TS.

example code
rules.ini
[Weapon]
Damage=0
Anim=BOMBRUN ;the anim that starts the bombing run
Speed=100
Warhead=unimportant

art.ini
;use Rate and TrailerSeparation to set the number of spawned bombs
[BOMBRUN]
Image=CLRANIM ;just an SHP with 20 empty frames
Rate=200 ;duration over which bombs are constantly fired
TrailerAnim=MINIBOMB
TrailerSeperation=2 ;the interval at which the bombs are fired one after the other

[MINIBOMB] ;create a good looking MINIBOMB.shp
Elasticity=0.0
MaxXYVel=1.0 ;let the bomb fall straight down
MinZVel=-10.0 ;speed of the falling bomb
ExpireAnim=NUKE ;the animation that should appear upon impact
Damage=150
DamageRadius=150
Warhead=BOMBWH
LoopStart=0 ;use the following 4 keys to animate the falling bomb (e.g. parachutebomb)
LoopEnd=0
LoopCount=0
Rate=0
DetailLevel=0
Bouncer=yes


Everything working without Ares or any other exe hacking tool.
So stop whining about missing Ares features and start real modding. #Tongue

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Feb 07, 2011 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah!I used to attach the debris to the projectile,works fine but maybe not so fine as attached to the firing anim(so I didn't post that code because it is still to be improved,and spawned bomber works just fine).........Thanks for the hint!

Edit:I tried to combine the two kinds of bombing together,I got fine nuke carpet bombs with radiation.
but sometimes seems strange to see bombs coming out from the air(that means a huge bomber like B2 is needed).So I'd use anim attached bombs.

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freedom fighter
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Joined: 14 May 2009

PostPosted: Tue Feb 08, 2011 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO, I tried your code but it always gives me an IE whenever I target something :/



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 08, 2011 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure you added the animations to the [Animations] list?
Does the used warhead in the art.ini debris bomb exist and is it set up correct?
Do all used SHPs exist?

kenosis wrote:
I got fine nuke carpet bombs with radiation.
but sometimes seems strange to see bombs coming out from the air(that means a huge bomber like B2 is needed).So I'd use anim attached bombs.

huh? the bomb appears there where the weapon plays the firing anim (the dummy invisible muzzle flash; the anim BOMBRUN in my example)
If the PrimaryFireFLH is correct, the bombs will always appear at the exact point.

cluster bomb done for DTA

As you can see, the bombs appear correct under the A10 and this even on this small unit compared to the normally huge RA2 units.

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freedom fighter
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PostPosted: Tue Feb 08, 2011 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I have them all. Here's the coding:

Code:
rulesmd.ini,

[Animations]
1087=CLRANIM
1088=MINIBOMB2

[Warheads]
24=ORCAHE

[Weaponx]
Damage=0
Anim=CLRANIM ;the anim that starts the bombing run
Speed=100
;Warhead=CarryWH
;Projectile=none

artmd.ini,

[CLRANIM]
;Image=CLRANIM ;just an SHP with 20 empty frames
Rate=200 ;duration over which bombs are constantly fired
TrailerAnim=MINIBOMB2
TrailerSeperation=2 ;the interval at which the bombs are fired one after the other

[MINIBOMB2] ;create a good looking MINIBOMB.shp
Elasticity=0.0
MaxXYVel=1.0 ;let the bomb fall straight down
MinZVel=-10.0 ;speed of the falling bomb
ExpireAnim=MININUKE ;the animation that should appear upon impact
Damage=150
DamageRadius=150
Warhead=ORCAHE
LoopStart=0 ;use the following 4 keys to animate the falling bomb (e.g. parachutebomb)
LoopEnd=0
LoopCount=0
Rate=0
DetailLevel=0
Bouncer=yes


And yes, i have both a clranim.shp and a minibomb2.shp.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 08, 2011 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

give Weaponx a complete and working code.
I meant with Warhead=unimportant that you can use there any warhead (as it isn't used due to Damage=0), though the key still has to be present.
The same is true for projectile, range and all the other necessary keys to create a "working" (non IE giving) weapon. The given example was just showing the keys that need to be changed, but not all the needed keys.

btw, i used on purpose
[BOMBRUN]
Image=CLRANIM
since it's in more than one case necessary to have a CLRANIM. e.g. if you want a second weapon of this type, you don't have to add another empty shp and can simply use CLRANIM again. (e.g. TI uses CLRANIM on 34 different anims to make them work correct and it would have been stupid to add 34 shps with 20 blank frames)

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freedom fighter
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PostPosted: Tue Feb 08, 2011 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

HOLY SHIT ITS BEAUTIFUL!!11 Although the current minibomb.shp I'm using looks like ass. Thanks LKO Smile

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kenosis
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PostPosted: Tue Feb 08, 2011 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I mean,invisible spawned unit and debris bombs.
Debris bombs can never have a radiation.But these two combined together you can have two kinds of bombs from one bomber.
I used projectile attached debris before.Not good as animation attached.

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freedom fighter
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PostPosted: Tue Feb 08, 2011 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any1 has a good bomblet shp I could use? The current one I'm using sucks ass (but its a start).

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Lin Kuei Ominae
Seth


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PostPosted: Tue Feb 08, 2011 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use the TS bomb.shp which wasn't used in vanilla TS. (it's the same the TI Banshee Bomber uses)

Or create a new one. Since a 1 frame shp would be enough, it should be quite easy.

Or use the Terror Drone as image and let it loop through the walkanim. Laughing
You could even use IsFlamingGuy=true and RunningFrames=6 with a second SHP anim of the terrordrone. Then let this anim play when the "bomb terror drone" hits the ground (ExpireAnim=TERRDRNE). This way the bomber drops terror drones which start to wildly walk around when they land. If you give the FlamingGuy terrorbomb animation Damage, these can be really devastating/annoying for the enemy. Twisted Evil

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kenosis
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PostPosted: Tue Feb 08, 2011 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Flame guy's animation damage is applied only when the guy stops wildly running around.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 08, 2011 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

[FLAMEGUY]
IsFlamingGuy=true
RunningFrames=6
LoopCount=1
Rate=500
TrailerAnim=MINIBOMB2
TrailerSeperation=5

Wink

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

Forgot that :p
Can we have more than one flame guy?

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Cranium
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PostPosted: Tue Feb 08, 2011 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, yeah I think that Drone weapon would piss me off if someone used it on me Laughing

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freedom fighter
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PostPosted: Tue Feb 08, 2011 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh lulz. I've made my own one already; just a simple grey dot. Works like a charm. My only problem now is to make sure this SW isn't an early game ender. Balancing this SW is a bitch @_@ Thanks for the help again guys Smile

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kenosis
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Location: Moscow State University

PostPosted: Tue Feb 08, 2011 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice SW design!I'd use it to improve my old vision!Thanks LKO

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Feb 09, 2011 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is what we call "Drone Strike"



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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Feb 10, 2011 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

[DRONEWALK]
IsFlamingGuy=true
RunningFrames=6
LoopCount=10
Rate=500
AltPalette=yes
Trailer=DroneDamage
SpawnDelay=20
Report=TerrorDroneMoveLoop
TrailerAnim=DroneDamage
TrailerSeperation=20

[DroneDamage]
Warhead=CarpetHE
Damage=1

[CarpetHE]
Verses=100%,100%,100%,100%,100%,100%,20%,200%,15%,100%,100%
CellSpread=2
PercentAtMax=2
InfDeath=2



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 10, 2011 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

^^I don't think SpawnDelay is necessary (though i have no clue what this RA2 key does) and i doubt Trailer= works. At least in TS this was a projectiletype exclusive key which doesn't works on normal anims.

unless you've added a DroneDamage.shp, you should add Image=CLRANIM (or some other existing dummy shp), because a missing or undefined animation can cause the savegame bug and other unpredictable problems.

Since DroneDamage is a normal animation and no art.ini debris, it doesn't uses the CarpetHE warhead but the warhead that is defined in rules.ini under the key FlameDamage2=. At least it's this way in TS and i don't know if Ares any other exe modification changes this behavior or if RA2 has by default a different bevavior in this case.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Feb 10, 2011 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Opps,it is based on NPSE Extended,which allowed animation warheads.DroneDamage is a one pixel one frame thing,I think everyone can make it.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Feb 10, 2011 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

SpawnDelay applies for Trailer same as TrailerSeperation applies for TrailerAnim.

People just get confused between these, of course unlike TrailerAnim without TrailerSeperation, Trailer works fine without SpawnDelay as game defaults to value of 3 AFAIK. Using smaller value makes trailer shp draw tighter with less gap.

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