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Playing with Ares
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Sep 12, 2012 2:57 pm    Post subject:  Playing with Ares Reply with quote  Mark this post and the followings unread

This thing allows you to create full health survivors........
Give the vehicle a weapon whose anim kills the vehicle,and also add AttachEffect animation,like teleport-in,then you can create a "Chrono Bacon",when it is deployed,you get some infantry teleported in.

The same way,you can make infantry "wreck" auto disappear ,use the vehicle's explosion and Next to an empty animation,then Next to the killing animation.





[TESTTANK]
Crewed=yes
Survivor.Side1=JUMPJET
Survivor.Side0=JUMPJET
Survivor.Side2=JUMPJET
Survivor.Pilots=50
Survivor.ElitePilotChance=100
Survivor.VeteranPilotChance=100
Survivor.RookiePilotChance=100
Explosion=HEALINF
DeathWeapon=TerrorBomb3

[TerrorBomb3]
Projectile=Invisible
Damage=1
Warhead=HealWH
Anim=KillSelf
Range=1.5
ROF=10
FireInTransport=no;can't fire out of the BattleFortress

[HealWH]
Verses=-100%,-100%,-100%,0%,0%,0%,0%,0%,0%,0%,0%
Rocker=no
ProneDamage=100%
InfDeath=2
CellSpread=10





[HEALINF]
Damage=125
LoopCount=4
Warhead=HealWH



1111.gif
 Description:
 Filesize:  186.35 KB
 Viewed:  3797 Time(s)

1111.gif



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Last edited by kenosis on Wed Sep 12, 2012 3:30 pm; edited 2 times in total

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Sep 12, 2012 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Sep 12, 2012 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

A Chrono Bacon!

I like it, with disregard of spelling errors. #Tongue I can certainly use a teleportation-based/droppod-based unit drop.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 21, 2012 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

humm



111.gif
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 Filesize:  236.55 KB
 Viewed:  3658 Time(s)

111.gif



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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Sep 21, 2012 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

cool
impressive the stuff you can do with Ares!

PS: Isn't your sig a bit too big kenosis ?
Edit: u fixed it Smile

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Last edited by SMIFFGIG on Fri Sep 21, 2012 12:38 pm; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 21, 2012 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread


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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Sep 21, 2012 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

u should put all your vids together and add a description/title for each bit
and then release it as an Ares promo Smile

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 21, 2012 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No,just a few video in my moddb page is made with ares.I'm just playing,no other aims.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Sep 24, 2012 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 30, 2012 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

[VSnipeWH]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% ; see note in comments above about 1%
ProneDamage=100%
Bullets=yes
InfDeath=8

AttachEffect.Animation=SUNKEN
AttachEffect.Duration=-1
AttachEffect.Cumulative=no


[InfectionWH]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
ProneDamage=100%
CellSpread=10
PercentAtMax=1

AttachEffect.Animation=SUNKEN2
AttachEffect.Duration=-1
AttachEffect.Cumulative=no













[SUNKEN2]
Image=DEFAULT
LoopCount=6
RandomRate=100,900
Next=MDamage


[SUNKEN]
Image=DEFAULT
LoopCount=6
RandomRate=100,900
Next=DebrisLauncher

[DebrisLauncher]
Image=INVISO
Trailer=InfectionDebris
TrailerSeperation=1
SpawnDelay=1
TrailerAnim=InfectionDebris
Next=VDamage

[VDamage]
Image=INVISO
Damage=10
Warhead=VIRUS
Next=DelayOne

[DelayOne]
Image=DEFAULT
RandomRate=100,900
Next=MDamage

[MDamage]
Image=INVISO
Damage=10
Warhead=Mutate
Next=DelayTwo


[DelayTwo]
Image=DEFAULT
RandomRate=100,900
Next=VDamage


[InfectionDebris]
Elasticity=0.0
MaxXYVel=10
MinZVel=10
ExpireAnim=INVISO;TWLT036
Damage=1
DamageRadius=80
Warhead=InfectionWH
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
;DetailLevel=0
Bouncer=yes
;TrailerAnim=SMOKEY2
;TrailerSeperation=2



"default "is a 100 frame empty shp

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Sep 30, 2012 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure that RandomRate does not work on anything but debris, if even on them. I remember trying it on standard animation using various values, such as extreme ones like 1,900 and it always just used the full rate instead.

EDIT: To anyone reading this later on, turns out that RandomRate does work on one thing other than debris. That would be animations attached to buildings.

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Last edited by Starkku on Sun Oct 28, 2012 12:36 am; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 30, 2012 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

OK,I tried to create a random delay before the virus burst out.Now,just give it up.
Just one shot then the whole camp will be infected,I think better than original viruses

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