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Freeze Ray
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Jan 31, 2013 12:04 pm    Post subject:  Freeze Ray Reply with quote  Mark this post and the followings unread

Another random thing I've been meaning to test, taken from RA3 expansion. The freeze ray.



Now the first thing everyone probably thinks is you'd have to replace the websystem and EMP to make room for this. But I added an animation to the EMP weapon warhead (with AnimList key).



If you used a proper frozen or whatever anim here, it could be used to hide the web and the EMP sparkles, thus it could look as if they were frozen instead.

What would make a unit like this unique is that it's support only, it can't destroy a single unit on it's own. Btw kind of cool is that the "frozen" infantry take damage as if they were standing, not prone. So freezing them makes them more fragile.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 31, 2013 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure what the special thing is about this.
Looks like a unit with one weblauncher as Primary and an EMP-launcher as Secondary.

Or did i missed something?

I think better would be using a Split logic, so one weapon is doing both, web and EMP at the same time.

As for the anim. Try the bigblue crystal recolored into more white/blue. Then it looks already like ice. Just make it play long enough.
Then match perfect the emp/web duration with the weapon ROF and the duration of the ice-anim.

Though problematic is, that the EMP always has an area effect of at least 1 cell radius, thus you would need a quite huge ice anim to cover with one anim a 3x3 area where several vehicles could be EMPed.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Jan 31, 2013 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

A quick attempt at making it look like a freeze ray.

The weapon concept as a such isn't anything special, but if you add in the animation to play over the target, you can use it without getting rid of the web or EMP logic. The freeze ray would be unique to these other two in that it can affect both infantry and vehicles, and it needs to be continuously fired to keep the target stuck. And of course it's visually different.

Think if you used the splits logic you could make targets freeze all along the path of the ice. Let first weapon stage fly 1 cell, apply weapon, next stage flies 1 cell, apply weapon, and so on. Though I'm not sure if this would lead to any problems, and how it would look visually.

The ice effect wouldn't need to cover 3x3, but rather

   X
X X X
   X

Possibly add some smaller blocks of ice around the main target. And if you could make the ice beam inaccurate (tried, couldn't get it to work) it might look better.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 31, 2013 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Inaccurate projectiles work only with non-homing ones.
But non-homing projectiles can't use Split logic IIRC.

I also think a white/blue railgun using only the laserline would look better here. Could be also an SHP railgun with only a few particles.

It might be also worth a try removing the default emp and web anim entirely and put them in the respective weapons instead as a simple warhead anim.
It shouldn't look that bad if you have only one big EMP anim in the center of the emp-area or the webanim played over the web-area.
It would only need separate anims for each of the weapons so the anim duration matches again the effect of the weapon.

But then you would be free to give different EMP/Web weapons different effects too.


btw, another freeze weapon would be using a special overlay that is spawned like tiberium using a debris anim on the warhead.
Just give the overlay Land=Rock and Wall=yes, so it traps vehicles and infantry until the overlay is destroyed again.
And by destroying the overlay, you would inevitably also have to damage the units, since the overlay is on the same cell.

The difference would be that only the units movement is blocked, while still being able to shoot.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Jan 31, 2013 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The radar screen starts trolling after it gets hit by the ice Laughing




These units are actually quite fun to mess around with. But I already thought of a few problems that would need to be thought out. For one, visceroids and certain other things are EMP immune. How would you explain they are immune to the ice as well? Infantry units that have IsWebImmune would be immune to the ice, but not if they also have Cyborg=yes (then they get frozen by the EMP instead). Guess you could try to give the Freeze Ray guy some sort of secondary weapon to deal with these things or something.

Lin Kuei Ominae wrote:
It might be also worth a try removing the default emp and web anim entirely and put them in the respective weapons instead as a simple warhead anim.
It shouldn't look that bad if you have only one big EMP anim in the center of the emp-area or the webanim played over the web-area.
It would only need separate anims for each of the weapons so the anim duration matches again the effect of the weapon.


I couldn't get an anim to play with the web-logic warhead. It simply ignores anything I set in AnimList. Could be some hardcoded thing. In my earlier logic the freeze guy shot infantry once with the web, then started shooting with the EMP weapon (thus showing the ice anim). Now I made both the web and EMP into one weapon with the reaper logic (as you suggested), so the anim is played through that.

Lin Kuei Ominae wrote:

btw, another freeze weapon would be using a special overlay that is spawned like tiberium using a debris anim on the warhead.
Just give the overlay Land=Rock and Wall=yes, so it traps vehicles and infantry until the overlay is destroyed again.
And by destroying the overlay, you would inevitably also have to damage the units, since the overlay is on the same cell.

The difference would be that only the units movement is blocked, while still being able to shoot.


Never worked with overlays. They can be spawned under units with debris? What if you spawned Land=Water under a vehicle? Would it sink into the ground? And you could destroy the water overlay?



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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jan 31, 2013 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Lin Kuei Ominae wrote:

btw, another freeze weapon would be using a special overlay that is spawned like tiberium using a debris anim on the warhead.
Just give the overlay Land=Rock and Wall=yes, so it traps vehicles and infantry until the overlay is destroyed again.
And by destroying the overlay, you would inevitably also have to damage the units, since the overlay is on the same cell.

The difference would be that only the units movement is blocked, while still being able to shoot.


Never worked with overlays. They can be spawned under units with debris? What if you spawned Land=Water under a vehicle? Would it sink into the ground? And you could destroy the water overlay?
TI's Seismic Projector?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 31, 2013 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Never worked with overlays. They can be spawned under units with debris? What if you spawned Land=Water under a vehicle? Would it sink into the ground? And you could destroy the water overlay?

Yes, they can be spawned under unit.
If the unit was about to move to that cell, then it might sink (not sure though). Else it would simply get stuck there.
If the overlay has one of the keys which makes it destroyable (e.g. Wall=, Crushable=, Explodes=) then yes, you can destroy the water overlay.

However, this technique has some problems too. The overlay can only be spawned on flat ground, which allows tiberium to be spawned there too.
So anything on slopes or water would be immune.
But the good thing is, that it actually creates a physical object, so you can also use it to create barriers for free.

Krow wrote:
TI's Seismic Projector?

Bingo Smile
Though i think Aro removed that in the latest versions.

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Aro
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Joined: 10 Sep 2006

PostPosted: Thu Jan 31, 2013 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Krow wrote:
TI's Seismic Projector?

Bingo Smile
Though i think Aro removed that in the latest versions.


Re-enabled in Public Beta 4.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu Jan 31, 2013 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make me ice cream superjoe. #Tongue

Looks cool. Should add like a power logic, that if you freeze building, it stops them from function. However then it will need some tweaking on function of buildings as well like laser turret.

Or primary weapon that freezes building and secondary weapon that freezes units only. That could work as well too.

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RP
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PostPosted: Thu Jan 31, 2013 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would be nice if all active-animations would pause as well, since they're "frozen".

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 31, 2013 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Would be nice if all active-animations would pause as well, since they're "frozen".

A hardcoded problem of the TS engine, because ActiveAnims also keep playing when you manually shut down a building.
Only when your global power level is too low, the anims stop.

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