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Ares 0.1: EMP Layers
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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 08, 2011 4:14 pm    Post subject:  Ares 0.1: EMP Layers
Subject description: BEWARE: Not suitable for newbies. Requires advanced understanding... and it won't promote.
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Problem: While Ares differs EMP and Damage, they still share the Verses, so you can't have a weapon which can only damage a target but not EMP it.

Credits goes to Speeder for finding the problem, Marshall for his glorious Immunity tutorial within the Ares Manual, without it I couldn't do this and DCoder for telling me that Warhead anims are played on the cell and not on the unit.

I found a workaround by delivering only the EMP with the weapon and delivering the damage through the warhead's animation, using the fixed animation damage.

OK, first I show you a working example, where the Tesla Trooper gains EMP which he can't use against Harvesters, then I try to explain how's this works.

Code:

;Rulesmd.ini
[ElectricBolt] ;Tesla Trooper's original weapon, only modifications are listed
Damage=1;was 50, needed to play the animation.
Warhead=TTroopRShock; new warhead to deliver the EMP.

[TTroopRShock]
Verses=100%,100%,100%,85%,0%,100%,50%,50%,50%,200%,100% ;Note: Medium is 0%
InfDeath=5
Wood=yes
; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
AnimList=RTTROOP ;New animation
Versus.medium.ForceFire=yes ;Ares Immunity
Versus.medium.Retaliate=yes ;Ares Immunity
Versus.medium.PassiveAcquire=yes ;Ares Immunity, only with these three lines, the weapon will auto-attack even if it's at 0% on Verses. Repeat them for all immune ArmorType.
EMP.Duration=5 ;This is what we want.

[Shock]
CellSpread=.3 ;Add it to work.

;Two new anims
[RTTROOP]
Damage=50 ;Here comes the damage
Warhead=Shock ;Using Shock
Normalized=yes
Image=TSTIMPCT ;But to use the old anim
End=0 ;Damage is delivered per frame, we have to play only the first one with this animation!
Next=TTROOPATT ;And play the else with another one.

[TTROOPATT] ;Our finishing animation
Start=1
Normalized=yes
Image=TSTIMPCT






OK, now the logical part. We have two ways to deliver EMP and Damage: Animations and Weapons. As tested, animation warheads ignore EMP, so we have to use the weapon the deliver the EMP. This leaves Damage to be delivered by the animation. To make targets immune to this EMP weapon, we have to use 0% in Verses. That's where 0%-1%-2%-behaviour customization comes in, enabling all three will enable auto-attack, while still keeping the target immune and play the animation... what we needed. Now we're done with the EMP, let's work on Damage. Adding a simple Damage and Warhead will work... but only against buildings if the Warhead doesn't have a CellSpread. This is because Warhead anims are played on the cell, and not on the unit... and WW's coding considers only BuildingTypes as part of the cell. Units are just occupiers. However, at the GGI, WW also shown that CellSpread below 1 are also works, so a CellSpread .3-.5 is enough to damage only the correct target (Well, .5 is maybe much against infantry). Also, Animation damage is delivered with every frame, so to not have DPS weapons, you have to create another animation to play all the frames and let this damaging one play only the first frame of the animation.

In a nutshell, pros:
EMP and damage customization per ArmorType.
Possibility to create DPS weapons with only using up the Animation Damage findings.

Cons:
Needs one animation per damage
Needs one animation per firing animation
Needs a new warhead as well
Needs CellSpread.

Major flaw: Untrainable. Crap. Thanks, AG for pointing that one out.

Disclaim: This is a C'n'P of my original finding posted at RenProj. If a moderator considers this isn't a tutorial, feel free to move it out.


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI 

Last edited by Graion Dilach on Fri Apr 08, 2011 11:14 pm; edited 1 time in total

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Apr 08, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice tut. If I understand this correctly, you're making an EMP weapon that delivers damage and the EMP effect with different verses right?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 08, 2011 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Correct.

While Ares's EMP doesn't use EMEffect and uses it's own EMP version (Which is IMO more flexible) Verses are shared.

But with this, it isn't anymore.

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Krow
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PostPosted: Fri Apr 08, 2011 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could also use railguns for the damage actually. AmbientDamage. Wink

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Nikademis Von Hisson
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PostPosted: Fri Apr 08, 2011 5:36 pm    Post subject: emp Reply with quote  Mark this post and the followings unread

Like the Vxl

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 08, 2011 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't their a obvious issue i.e. promotion?

I would recommend the code be reworked by Ares developers so special effects can be applied to warheads in anims.

This feature works in NPExt as a example.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Apr 08, 2011 5:57 pm    Post subject: Re: emp Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
Like the Vxl


Relevance to the topic: zero percent.


Yeah promotion is an issue unless Ares made up some magic that connects arbitrary animation linked to warhead animation through Next= to the firer of the weapon. Yeah... Probably not.

Also I hope no one in their right mind will use this code as is, for let's say Tesla Trooper as an example. An EMP effect lasting 5 frames every single time it shoots a vehicle? A word: pointless.

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Krow
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PostPosted: Fri Apr 08, 2011 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Starkku: That is just an example.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 08, 2011 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Nikademis: Azri's Voxel Pack 1.

@AG: OH CRAP. :bang: I was under the intention it works because MakeInfantryOwner can be chained. I hate myself.

@Starkku: 5 frames are pointless? Sorry to say, but no. This 5 frames we're speaking of is typically enough for annoyance. When the unit is attacked with EMP it reverts to it's default state, losing it's target. Retargeting and firing also takes some time. You may won't believe this, but two 5-frames EMP infantry can totally screw up a Kirov. It's micromanagement and there to simulate an overcharge of electric systems. Sounds stupid, but it worths more than it looks.

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=======================
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=======================
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Nikademis Von Hisson
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PostPosted: Fri Apr 08, 2011 7:48 pm    Post subject: emp Reply with quote  Mark this post and the followings unread

I thought maybe he made the vxl.

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kenosis
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PostPosted: Sat Apr 09, 2011 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

This has some problems.I can have a better one.

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Speeder
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PostPosted: Sat Apr 09, 2011 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
This has some problems.I can have a better one.


That's great!

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Cranium
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PostPosted: Sat Apr 09, 2011 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kenosis wrote:
This has some problems.I can have a better one.


Instead of being a complete Jackass! Why dont you give some advice on how to better it. Rolling Eyes

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Lin Kuei Ominae
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PostPosted: Sat Apr 09, 2011 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't there already a several years old tutorial explaining this "workaround" for tiberian sun?

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kenosis
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PostPosted: Sun Apr 10, 2011 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

well.because my way is to totally abandon animation damage,different from the beginning.cannot adjust the original tutorial.my tutorial may solve the promotion problem

also will include mine layer tutorial,as i saw in bughouse.using ares we should use some new effects.

that will be tutorial for ares emp mine layer.a mine is gone when it is triggered so you cannot see promotion.but if another unit is using adjusted weapon,it can promote.already confirmed by experiment.

net service is under repair these days.im using my phone.so cannot post any code.within one or two days you will see that tutorial.

@cranium
could you please explain wha t is a jackass?you know my english is poor.

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Graion Dilach
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PostPosted: Sun Apr 10, 2011 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

You're still arrogant and egoist as usual. That's what jackass means.

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=======================
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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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kenosis
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PostPosted: Sun Apr 10, 2011 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

why,the original tutorial has the problem and i just pointed it out and claimed to write a better one.anything wrong?or something in my words matter,but i didnt realize.english is a foreign language for me.


edit:hard to say which method serves better.my method works perfect on massive warheads(cellspread>.5),but almost useless with normal battle tank weapons.if you dont want any massive weapon with emp,better use animation damage.

conclusion:better wait for seperated verses for emp and damage.or a perfect multi-warhead effect,which i think is more expandable with other special warheads.

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