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I want the attach effect for a play,can I have it ?
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Sep 19, 2012 3:06 pm    Post subject:  I want the attach effect for a play,can I have it ? Reply with quote  Mark this post and the followings unread

didn't find anything about attach effect!

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RP
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Joined: 12 Jul 2012
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PostPosted: Wed Sep 19, 2012 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not in yet. The last time it was used it was a bit bugged...

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kenosis
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PostPosted: Wed Sep 19, 2012 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

even it is buggy,anyway I want it

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MasterHaosis
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Joined: 01 Nov 2010
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PostPosted: Wed Sep 19, 2012 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

What should exactly attach effect do? SHould it behave like Speaker tower to increase units damage, healing factor etc?

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Wed Sep 19, 2012 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
What should exactly attach effect do? SHould it behave like Speaker tower to increase units damage, healing factor etc?


Firepower, Armor and Speed multipliers for stats. And one that applies cloaking effect. Plus flags for controlling duration, stacking & attaching animation of course.

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

PostPosted: Thu Sep 20, 2012 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Right now I lost my internet (hopefully only for a day or two) and AE code is outdated. Also I want to finish Bounty first (I am delaying it more than enough already) and my uni took my time on all weekdays.

Sorry guys, it might get onto unstable around November or so.

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Atomic_Noodles
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PostPosted: Thu Sep 20, 2012 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

In essence its basically Crate Effects, Graion said it was based around it.

Which is why it is able to affect Firepower,Armor & Unit Speed.

And of course the Animation it provides. So yeah... just wait. Smile

Bounty Logic could be useful for things like recreating the Spy Bribe from RA3 (Deploy Weapon that drains your money instead)

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MasterHaosis
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PostPosted: Thu Sep 20, 2012 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:

Firepower, Armor and Speed multipliers for stats. And one that applies cloaking effect. Plus flags for controlling duration, stacking & attaching animation of course.

That is awesome! I also may find use of this. Its similiar to Scrin ION Storm support from C&C3 where some Alien units get increased attack rate and healing factor if they are affected by ION clouds. In Attach effect just clouds should represent anim and thats it!
Is Attach Effect weapon actually or just ability? If unit has attach effect can it actually fire its weapon or Attach Effect is indeed weapon or unit can have both weapon and AE?

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Graion Dilach
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PostPosted: Thu Sep 20, 2012 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

AttachEffect tags are techno and warhead tags (except Delay which is only Techno). Think up the rest. Documentation will be committed tho when I'll get there to get AE based on actual 0.2 code. (Temporal ISP issue resolved).

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Ixonoclast
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PostPosted: Thu Sep 20, 2012 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I'm correct, that means I can just scrap deployable stealth generators and have a stealth tank that makes other units invisible?

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Graion Dilach
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PostPosted: Thu Sep 20, 2012 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Dubzac
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Joined: 21 May 2004
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PostPosted: Thu Sep 20, 2012 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

And your going to balance this; how?.

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Ixonoclast
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PostPosted: Thu Sep 20, 2012 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Balance doesn't matter when you talk logics.

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Fri Sep 21, 2012 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
And your going to balance this; how?.


Are you dumb? Balancing is a mod specific task. Not a problem of Ares developers, unless it involves fixing critical bugs that cause inevitable balance flaws.

And just in case you were actually referring to the MO cloak generator instead, it does not make much sense either considering that it does not even cloak buildings anymore unlike the old-fashioned stealth generator.

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MasterHaosis
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PostPosted: Fri Sep 21, 2012 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:

Are you dumb?

Hahahaha

Starkku wrote:

Balancing is a mod specific task.

Exactly! There is just one way to balance mod: Use all three exact harvesters, use all three tanks for start tanks (same tank stats hp/weapon/speed/cost, only different at appearance and voices) use same stats at defenses (all tesla coil, prism tower and Yuri's tower must have same warhead, same weapon, only different visual effect, one fire laser, one fire electric and third fire rad beam for example), all Infantries must be same (same as above, all stats same, only different visual). So basically you can balance mod, make all three armies to be almost exact only different visual, but then you lack at creativity and originality. Point is that Ares enhances ability to make sides distance from each other and enhances you to get more creative, if you are stuck like I explained then you do not need Ares at all.

Starkku wrote:

Not a problem of Ares developers, unless it involves fixing critical bugs that cause inevitable balance flaws.

Yes!

Starkku wrote:

And just in case you were actually referring to the MO cloak generator instead, it does not make much sense either considering that it does not even cloak buildings anymore unlike the old-fashioned stealth generator.

And as I noticed generator itself is not cloaked anymore! You can bombard it. It just cloaks units around.

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Graion Dilach
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PostPosted: Sat Sep 22, 2012 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread


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MasterHaosis
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PostPosted: Sat Sep 22, 2012 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! I like idea!

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¥R_M0dd€r
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Joined: 03 Jan 2011

PostPosted: Sat Sep 22, 2012 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Epic feature. You just opened thousand new door Smile
One thing I was hoping for was the ability to make a unit veteran/elite. To bad its missing.

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Dubzac
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Joined: 21 May 2004
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PostPosted: Sun Sep 23, 2012 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Dubzac wrote:
And your going to balance this; how?.


Are you dumb? Balancing is a mod specific task. Not a problem of Ares developers, unless it involves fixing critical bugs that cause inevitable balance flaws.

And just in case you were actually referring to the MO cloak generator instead, it does not make much sense either considering that it does not even cloak buildings anymore unlike the old-fashioned stealth generator.


@Starkku
blah,blah,blah.
pardon?. Of couse i don't know everything about ares, Starkku. BTW insults are just silly, what a child. Cool

Besides i want to know more about Ares ATM all the posts are just about superweapons and its interesting.Before you ask, yes i did read the manual on the Ares project. but that's not showing results now is it. (seen the video's too)

I just don't Understand how the damage logic works on your superweapon/forcefield/steathgenerator works in the game, could you show a video, becuase i don't get it.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Sep 23, 2012 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:

@Starkku
blah,blah,blah.
pardon?. Of couse i don't know everything about ares, Starkku. BTW insults are just silly, what a child. Cool


Pot calls kettle black. It wasn't really anything that would require intricate knowledge of Ares. More like common sense and basic grasping of modding. To be honest, I was merely asking a question, since in my opinion, you presented a ridiculous question in your last post. Really, with the way you asked it, the only way to interpret it is as you asking how to balance AE (or more specifically AE cloak effect). Sorry for doing that I guess, but I really would've expected someone who's been around since 2004 to know better. Balancing, in a game development and thus modding context usually refers to the art of refining gameplay. Does not have much to do with Ares, really. It's mostly up to the modder, just as I've said above. One can't really give a single, definitive answer to that question of yours because it depends on the mod & modder. I suppose in the case of AttachEffect, you'd often limit the duration of the effect in order to not make it overpowered, though.

Dubzac wrote:
I just don't Understand how the damage logic works on your superweapon/forcefield/steathgenerator works in the game, could you show a video, becuase i don't get it.


Damage logic? What? Damage logic in Ares works just the same as in Yuri's Revenge, really. However, some special warhead effects like EMP, Iron Curtain & AttachEffect work separately from the actual damage-dealing logic. All three of them use separate value for defining the duration of the effect. Again, mostly basic modding knowledge & ability to read the documentation.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sun Sep 23, 2012 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm with Starkku, and yes, I agree with the question. It was not insulting... considering that anyone following the community even from a hundred steps away understands what Ares is (ViPr, Olaf)

But since it's too complex for your mind: Ares is an exe-enhancer. Much like NPatch, but unlike NPatch, it's actually written in something understandable by simple university students and doesn't need that much skill to carry on. And it has 20x more features.

Ares doesn't care about modding balance in most cases since balance is the modder's role. But Ares doesnt try to enforce it's stupid thing to the game (o hai NPatch silly main menu).

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¥R_M0dd€r
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Joined: 03 Jan 2011

PostPosted: Sun Sep 23, 2012 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could using a dummy animation on AttachEffect.Animation cause lag if it is used in a large scale? Maybe there should be a way to disable drawing, like putting AttachEffect.Animation=none
Also, maybe the doc should note that Duration=-1 is infinity?

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Graion Dilach
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PostPosted: Sun Sep 23, 2012 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah yeah, I forgot mentioning -1.

IIRC none already works and you are not needed to specify an animation after all.

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Sir Shockwave
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Joined: 06 Sep 2011

PostPosted: Tue Oct 16, 2012 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

First off, thank you Graion! So many ideas! I must get to work immediately!

Just one very quick question before I do though - your Documentation mentions the "Big Four". A bit vague, but I'm under the impression this is referring to InfantryTypes, VehicleTypes, AircraftTypes and BuildingTypes? If so, does this mean AttachEffect does not have to be coded to a Specific Weapon to work?

Apologies if this question is made of complete derp as usual.

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Atomic_Noodles
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PostPosted: Tue Oct 16, 2012 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep those are the "BigFour"

You can still choose to add it into a Weapon... (Although in this case its the Weapon's WH)

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Tue Oct 16, 2012 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Sir Shockwave wrote:

Just one very quick question before I do though - your Documentation mentions the "Big Four". A bit vague, but I'm under the impression this is referring to InfantryTypes, VehicleTypes, AircraftTypes and BuildingTypes? If so, does this mean AttachEffect does not have to be coded to a Specific Weapon to work?


Yeah 'Big Four' would be referring to those four. There's two ways to use AttachEffect, really.

1. You use it on a warhead. It invokes the AttachEffect on all Aircraft/Building/Infantry/VehicleTypes affected by the warhead.
2. You use it on Aircraft/Building/Infantry/VehicleType. In this case, this AttachEffect is only invoked on this particular unit/building and AttachEffect.Delay is used to customize the delay until it is applied again.

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Sir Shockwave
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Joined: 06 Sep 2011

PostPosted: Tue Oct 16, 2012 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Sir Shockwave wrote:

Just one very quick question before I do though - your Documentation mentions the "Big Four". A bit vague, but I'm under the impression this is referring to InfantryTypes, VehicleTypes, AircraftTypes and BuildingTypes? If so, does this mean AttachEffect does not have to be coded to a Specific Weapon to work?


Yeah 'Big Four' would be referring to those four. There's two ways to use AttachEffect, really.

1. You use it on a warhead. It invokes the AttachEffect on all Aircraft/Building/Infantry/VehicleTypes affected by the warhead.
2. You use it on Aircraft/Building/Infantry/VehicleType. In this case, this AttachEffect is only invoked on this particular unit/building and AttachEffect.Delay is used to customize the delay until it is applied again.


Just being sure. This is going to be pretty fun, though not sure about applying it to a Unit just yet. Needs more experimentation first - and finding some good animations to use with it.

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NimoStar
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PostPosted: Fri Feb 22, 2013 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

How does the range of the effect gets determined?

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Starkku
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PostPosted: Fri Feb 22, 2013 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
How does the range of the effect gets determined?


If it's attached to a TechnoType, the only unit affected is the one it's attached to.

If it's attached to a Warhead, the range is determined by the area affected by the Warhead, in other words it's CellSpread.

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Lin Kuei Ominae
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PostPosted: Fri Feb 22, 2013 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does that mean to get an effect like the stealthgen, the sgen has to constantly shoot the weapon, so new objects in the area are affected as well?

Or does it has some kind of intelligent targeting (using the warhead), thus ignoring objects which have the effect applied already and only searches for new objects (if found only then fired again)?

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Speeder
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PostPosted: Fri Feb 22, 2013 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the only way to get a stealth generator with this is to make an area-of-effect weapon and no, it doesn't ignore the objects which have the effect applied already. The effect is reapplied every time the weapon is used. This doesn't mean the already cloaked units get decloaked though.

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Starkku
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PostPosted: Fri Feb 22, 2013 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
This doesn't mean the already cloaked units get decloaked though.


Does or doesn't? Pretty sure they do, considering that if cloaked units get hit by an warhead, they're decloaked regardless or not that warhead actually causes damage. Altough in this case they'd probably just briefly blink out of the cloaked state.

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Speeder
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PostPosted: Fri Feb 22, 2013 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

They don't. MO's Chimera Core uses AE weapon for unit-only cloak and the units don't get decloaked every time the effect is reapplied.

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Lin Kuei Ominae
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PostPosted: Fri Feb 22, 2013 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't this quite a lot of stress for the engine (causing lags), if there are several objects constantly firing a weapon with a big cellspread?

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Graion Dilach
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PostPosted: Fri Feb 22, 2013 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I doubt, this seems lagfree. (Tho constantly here means a weapon with a ROf of 100 f.e applying an effect having 110 Duration, f. e., not such small ROF).

Infact, compared to this, old stealthgen method is laggy as hell. Cool

Regarding MO's stealthgen and decloak: I think it's because of the weapon being allied and the AE just expands itself during reapplying.

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Speeder
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PostPosted: Fri Feb 22, 2013 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Isn't this quite a lot of stress for the engine (causing lags), if there are several objects constantly firing a weapon with a big cellspread?


Yes, but only about the time when it looks like this.

Seriously though, not any more than a bunch of Desolators. Unit-only cloak generating weapon is much less laggier than the original stealth generator anyway (probably mostly because of no transparency on buildings).

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Graion Dilach
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PostPosted: Fri Feb 22, 2013 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that one is debrislag. XD

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Orac
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PostPosted: Fri Feb 22, 2013 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can feel the lag.

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NimoStar
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PostPosted: Sat Feb 23, 2013 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Does the warheads with AttachEffect only work against armortypes verses greater than 0%?

* * *

And, if the attacheffect works on units, is it "on" all the time?
Or can it have limited duration after building, o a way to turn it on/off?

If it's always on, what's it's use when you could just modify the stats and properties of the unit itself? (besides the anim)

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Graion Dilach
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PostPosted: Sat Feb 23, 2013 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, AttachEffects gets only applied if Verses above 0% also AffectsAllies/AffectsEnemies allows it.

Regarding AttachedTechnoEffects. There's still Delay and Duration. The unit starts as AEd after Duration, it'll be nonAEd as Delay specifies then again AEd. Any other style should use a deployweapon.

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NimoStar
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PostPosted: Sun Feb 24, 2013 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. So it's like, Intermittent.

I take it that attach-anims can deal damage?

If so, in 0.3 I'm going to attach the shit out of my mod. And use custom missiles with attacheffects. Yeeeah !
(my message sounds dumb, but what I have in mind is actually rather sophisticate...)

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Graion Dilach
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PostPosted: Sun Feb 24, 2013 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

AttachAnims can deliver damage indeed. That's how healing auras in MO work (with the animwh having CellSpread and AffectsEnemies=no).

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"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
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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...

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devil614
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Joined: 06 Sep 2012

PostPosted: Tue Aug 20, 2013 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which build works for this? I've tried all 3 from http://ares.strategy-x.com/unstable/ (Being 13.231.1141, 13.228.866, and 12.335.1367) and none work. my wh is:

; armor piercing (discarding sabot, narrow effect)
[AP]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.  
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=25%,25%,15%,75%,100%,100%,65%,45%,60%,60%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%

SpawnAnim=CHRONOFD
AttachEffect.Animation=CHRONOFD
AttachEffect.Duration=900
AttachEffect.Cumulative=false ;default=false, and therefore is NOT stackable
AttachEffect.AnimResetOnReapply=true ;default=false. if not stackable, should timer (if present) be reset?
AttachEffect.TemporalHidesAnim=false ;default=false
AttachEffect.Cloakable=true;f ;default=false
;does this mean is GAINS cloak, or simply is allowed to cloak/recloak from being previously decloaked and therefore visible?
AttachEffect.Delay=0 ;integer, no default mentioned. delay between warhead effect and invocation of animation
AttachEffect.SpeedMultiplier=2.0 ;float, defaults to 1: multiplier to speed while the AttachEffect lasts
AttachEffect.ArmorMultiplier=1.0 ;float, defaults to 1: multiplier to armor while the AttachEffect lasts
AttachEffect.FirepowerMultiplier=1.0 ;float, defaults to 1: multiplier to firepower while the AttachEffect lasts

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

PostPosted: Tue Aug 20, 2013 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where did you get that SpawnAnim from?

13.231.1141 shall work with it tho.

Yes, it gains cloak.

_________________
"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...

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devil614
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Joined: 06 Sep 2012

PostPosted: Tue Aug 20, 2013 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Where did you get that SpawnAnim from?

13.231.1141 shall work with it tho.

Yes, it gains cloak.


I found the SpawnAnim tag at https://bugs.launchpad.net/ares/+bug/896184 and just threw in a random anim to try it.

1. So, if my coding is correct, it SHOULD work fine on this warhead... Just wondering why it's not working Sad
1. FIXED: I forgot to make Syringe.exe compatibility mode the same as gamemd.exe #Tongue

2: Can you add in a request for me? ~Chrono Prison: When it Abducts a unit/infantry and turns them to your team, and the Abducting vehicle is OpenTopped, the Abducted unit/infantry wont shoot out until it exits and re-enters the Abducting transport~ (Thanks!)

3: Any way to remove the Unstable Build warning CSF in the bottom left corner while playing when using unstable builds?

4. I still haven't found a way to make units' barrels stay pointed at their FireAngle=X when facing game north (facing topright) Know anything about this?

I've been modding YR since it came out, and would love to be able to contribute to Ares Smile

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

PostPosted: Tue Aug 20, 2013 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 is fixed already in 0.3. Ofcourse you need ChangeOwner for it to work.

3 is intended. No.

4. Don't use FireAngle, but HVA rotation.

_________________
"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...

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Tue Aug 20, 2013 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
4. Don't use FireAngle, but HVA rotation.


Change the barrel's HVA? That can amount to alot of hva's being changed... Grizzly, Rhino, Apoc, etc... Basically all the vanilla tanks, plus anything custom. No easier way?

So is SpawnAnim actually used for anything, or even implemented anymore?

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

PostPosted: Tue Aug 20, 2013 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

SpawnAnim was AttachEffect.Animation in the very very first implementation. The second binary called it AttachAnim, and then it was entirely rewritten into the current AttachEffect system. Neither of these old names are used anymore.

FireAngle is bugged, from my old tests, it sometimes mixed up barrel angles.

_________________
"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...

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Tue Aug 20, 2013 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh okay cool. Question -- is there any way to add an animation to a unit as it is created (as opposed to using a weapon+effect)?

If I used a warhead on a "created" animation (as mentioned above - this warhead/damage would be assigned in artmd.ini) and added another effect to THAT anim's warhead, could I essentially have 2 effects? One from the unit's main weapon, fired at enemies, and the second fired all the time, affecting the unit itself and surrounding allies, caused by the infinitely looping created animation (make it inviso for less lag)? Was thinking about the Emperor Overlord tank and it's built-in healing towers.

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

PostPosted: Tue Aug 20, 2013 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Yeah 'Big Four' would be referring to those four. There's two ways to use AttachEffect, really.

1. You use it on a warhead. It invokes the AttachEffect on all Aircraft/Building/Infantry/VehicleTypes affected by the warhead.
2. You use it on Aircraft/Building/Infantry/VehicleType. In this case, this AttachEffect is only invoked on this particular unit/building and AttachEffect.Delay is used to customize the delay until it is applied again.


Animwarheads can't apply AE. But animwarheads can have damage and cellspread. That's how healauras are done in mods with AE.

Read the doc. I have doubts in your modding experience now.

_________________
"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...

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