Posted: Thu Jun 28, 2012 12:53 pm Post subject:
Weapon tests and new logics
While working for TI I tried to find new ways to create weapons and other logics.
This topic will show you some of them. Even if we won't reveal the exact code here, it might still inspire or bring you on the right path to some similar effects.
Test 01
a test to see if hva anims work on voxel projectiles together with some other weapon tests.
Test 02
a railgun particle test
Test 03
A test if Rocker= rocks.
Test 04
Puny reaper. This ^^ is how we do it.
Test 05
playing with particles (snow)
Test 06
more particle testing (rain)
Test 07
Earthquake Alert!!
Test 08
Chemthrower anyone!?
Test 09
Aircraft carrier logic in TS? o.O
Test 10
We don't need no water, let the m**********r burn. Burn m**********r burn.
Tracers: Help you aim at night and do a nice light show.
Test 17
Look. It's a dirtdevil.
Test 18
Row, row, row your hovvee. Gently down the stream.
Aro: If you see the thing, don't forget to scream. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jun 28, 2012 1:05 pm Post subject:
2 and 9 are nice.
Especially 2 since last time I checked, railguns IE on aircrafts. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
@Noodles: Yes, it would work. But you have to place the tracks one by one.
And with that much overlay, it might clog up the sidebar.
@LKO: I like 8 and 9. And I presume 18 uses the logic that waterfall tiles use? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Definitely, yes. Because you can build walls in YR too
Atomic_Noodles wrote:
Number 16, i assume this will still pose a problem for some units with supposedly very low ROF's?
No, not really. DTA for example uses a similar type of projectile for all tanks in enhanced mode.
Krow wrote:
you have to place the tracks one by one.
And with that much overlay, it might clog up the sidebar.
correct. that's why we haven't implemented it as a player feature. But the good thing is, we can have a dummy deployer unit turn into them and this way trigger the construction of a railroad in a map.
Krow wrote:
@LKO: I like 8 and 9. And I presume 18 uses the logic that waterfall tiles use?
I'm dyin' to know how you pulled off #4. From my experience, the weapon shoots wildly when forcefired but shoot out in a nice fan when you actually tell it to shoot something.
That problem still occurs, but only if you forcefire upon the ground rather than forcefiring upon a unit or structure. QUICK_EDIT
really like number 16, this will be my next research subject.
I guess it needs debris logic with invisible image, low MinZVel and MaxXYVel to get it wokr like that. _________________ it's been so many years... QUICK_EDIT
I'm dyin' to know how you pulled off #4. From my experience, the weapon shoots wildly when forcefired but shoot out in a nice fan when you actually tell it to shoot something.
I force fired on the titan here You can see the red targeting line at the first few frames.
liaocheng wrote:
I guess it needs debris logic with invisible image, low MinZVel and MaxXYVel to get it wokr like that.
No. No art.ini stuff at all. Just the right projectile coding and a custom image (instead of a regular missile, these tracers) _________________ SHP Artist of Twisted Insurrection: Nod buildings
One last thing before I try it out myself... Would Particle Projectiles be obstructed by Terrain though? (I.E: Cliffs,etc) or will they overcome these obstacles if they have the necessary entries in the weapon. (i.e: AA=yes,etc.) _________________ ~ Excelsior ~ QUICK_EDIT
Especially 2 since last time I checked, railguns IE on aircrafts.
I always thought this was the case too
I remember testing it once... musta done something wrong I guess..
hmm, could be that i used UseSparkParticles=yes instead of IsRailgun=yes, as the last one enables the AmbientDamage logic which could be the problem. The first one only plays the particlesystem, which isn't anything special.
Atomic_Noodles wrote:
One last thing before I try it out myself... Would Particle Projectiles be obstructed by Terrain though? (I.E: Cliffs,etc) or will they overcome these obstacles if they have the necessary entries in the weapon. (i.e: AA=yes,etc.)
all particle based weapons are subject to cliffs. Though not all behave the same.
e.g. gasclouds can move a cliff up, but only in very rare cases and they also use up most of their lifetime to do this.
PS completely ignore the projectile settings! They are an independent and separate logic which works next to the projectile and weapon coding.
PS are also only able to hit ground. You can't use PS to hit air as they always descend to ground. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 04, 2012 4:07 pm Post subject:
LKO, yeah, that must be it. UseSparkParticles never come into my mind.
http://ppmsite.com/forum/viewtopic.php?p=3563#3563 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
nothing special about them
use a ROT=1 projectile with a 32 facing projectile like missiles. With ROT=1 projectiles fly parallel to the ground, but are unable to rotate fast enough to do any big missile typical movement (see TS cyborg command plasma gun).
Also use a high acceleration (Acceleration=100) so they start already flying with the max speed you've set on the weapon.
Then create a new SHP for the projectile which has the tracer in 32 facings (just like missiles).
In the case of the Scatterpack, the projectile doesn't only has a single line in the tracer shp, but 3 of them in a small distance and different position, so it looks like there are multiple fired at the same time while it's actually only one projectile.
Though RA2 offers the linetrailer thing which might even work better here. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Oh. I have tried it alredy. Btw, Apollo claiming that ROT=-1 works better. I have dropped it because it can miss its target in some cases (for exapmle if fired by non-turrered voxels). There was another workaround utilizing a Firestream particle system but I cant find this tutorial anymore. Thanks anyway. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Warhead with Rocker=yes
deforming ground with Deform= (see other weapons using this) (works in TS only; not in RA2/YR/Ares)
mammoth fires on aircraft with missile type weapon. projectile has trailer anim that spawns art.ini debris. art.ini debris use the special rocker warhead. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Oh. I have tried it alredy. Btw, Apollo claiming that ROT=-1 works better. I have dropped it because it can miss its target in some cases (for exapmle if fired by non-turrered voxels). There was another workaround utilizing a Firestream particle system but I cant find this tutorial anymore. Thanks anyway.
ROT=-1 !? o.O I'll have to test this. Never tried negative values on this. Only on acceleration.
Yes, ROT=1 has some issues when fired from turreted buildings too. The game seems to fire the weapon for these units/buildings only in 11.25° steps, which makes it at some angles unable to shoot directly on the target and thus constantly misses it.
Firestream is bad, as this has the typical particlesystem problems of not allowing veterancy and no rapid fired bursts. It's also difficult to balance this due to the frame based damage during the particle flight, while it should actually do only damage at the target. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Oct 23, 2012 11:18 am Post subject:
Note: in Ares particles can give veterancy. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Oh. I have tried it alredy. Btw, Apollo claiming that ROT=-1 works better. I have dropped it because it can miss its target in some cases (for exapmle if fired by non-turrered voxels). There was another workaround utilizing a Firestream particle system but I cant find this tutorial anymore. Thanks anyway.
ROT=-1 !? o.O I'll have to test this. Never tried negative values on this. Only on acceleration.
Yes, ROT=1 has some issues when fired from turreted buildings too. The game seems to fire the weapon for these units/buildings only in 11.25° steps, which makes it at some angles unable to shoot directly on the target and thus constantly misses it.
Firestream is bad, as this has the typical particlesystem problems of not allowing veterancy and no rapid fired bursts. It's also difficult to balance this due to the frame based damage during the particle flight, while it should actually do only damage at the target.
My new* Tank Hunters use ROT=-1. It works well.
* By new, I mean they were in early staff builds of Public Beta 4, they got nerfed a bit before the public release but the firing method is still different.
Quote:
Note: in Ares particles can give veterancy.
Good news for if I decide to boot up a GloboTech's Revenge. QUICK_EDIT
I told Aro long ago about the -1, just do not ever use Acceleration with it and weapon Speed= 80+ not less or it drops before target etc...
Logic of weapon is obviously not tracking, just straight shoot.
difference to normal logic is that it works with elevation (such as cliffs) but of course experiences same occasional miss target issue.
BTW LKO, firestream trick in no way uses the particle for damage, just plain visual so terrain issues do not matter but obviously its only viable well in RA2. QUICK_EDIT
Nah, it seems I misunderstood... The way Aro said it, I assumed that there was something visible in that gif animation and I just couldn't see what... But it was already pointed out to me that it's actually something ingame.
Seems all the time I wasted staring at the animation to find this thing was... well, wasted -_- _________________ QUICK_EDIT
lol, I just visualize Bittah sitting hour after hour watching the same gif, desperately trying to find the Thing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Probably the first who watched during the past 5 years the gif till the end and noticed the thing on frame 282842712474619. _________________ SHP Artist of Twisted Insurrection: Nod buildings
01: i like the particles from the bomber, I would make it have a short EMP effect too.
02: A railgun from an aircraft would be amazing! I'd do 3 or 4 bursts.
03:I'd put this weapon on a huge canon!
04: This weapon is a dream to add onto survival maps!
05 - 06: It would be cool to make units slower or give them a lower ROF if theyre in snow or rain. Wish that was possible!
07: I love the 'dirt' animation you used as particle system (is that right?) This will also be really great in AI survival maps!
09: I love the little drone! This would be perfect for a boat, just like the one ra2 unit with the aircraft on it. (I've seen coollink use the same thing, but it was unstoppable, was spreading and destroyed Everything lol!!) Brilliant!!!
10: I like how you used how the debris can damage things. (EliteGi used the same thing on a unit in his 'Siege Labyrinth' map, it destroyed some of your towers.) This would work great for a landmine or suicide truck. And I like the infantry's flamethrower alot too, it beats the devil's tongue flamethrower for sure.
11: Not sure if/how you made the 'track buildings' to be a railroad, but i could use this too lol. I made a map with a tower on waterbound=yes, and freeunit=locomotive, and tracks around the watercell, so you can build trains!! its a fun map, would be more amazing if the tracks were buildable!!!
16: This is my favorite!! any change you can share the animations? I really wonder how you made those projectiles fly so smooth.
01: actually not really 1 pixel particles but an SHP anim on a particle
IIRC a combination of smoke ParticleSystem that spawns over the defined LifeTime every few frames a gas Particle, with the Particle using the image of the IonCannon ionize effect
Holland wrote:
02: A railgun from an aircraft would be amazing! I'd do 3 or 4 bursts.
Bursts are not really possible. A unit can't shoot again until all particles of the previous shot vanished. So you would need a very fast/short living railgun anim.
Holland wrote:
11: Not sure if/how you made the 'track buildings' to be a railroad, but i could use this too lol.
Tracks are OverlayTypes just like walls. So this is basically many different wall buildings that use ToOverlay in art.ini to change into the Track
Holland wrote:
16: This is my favorite!! any change you can share the animations? I really wonder how you made those projectiles fly so smooth.
sorry, anims are TI exclusive.
Though nothing special here. Take one of the existing missile SHPs, duplicate the missile/line in the SHP 2-3 times so you have each frame showing 2-3 lines/missiles next to each other.
Then use a ROT=1 projectile to make it fly parallel to the ground. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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