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IE with my new Projectile
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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Wed Apr 03, 2013 1:59 am    Post subject:  IE with my new Projectile Reply with quote  Mark this post and the followings unread

I created a new animation named PLAFIRE and added it in artmd.ini and rulesmd.ini. The weapon name is Plasma. I then entered and test to see, when I order my unit to fire the weapon that have Projectile=PLAFIRE, I got IE.

Not sure what I'm missing.

(oh fyi, I add 21=PLAFIRE in Animation section, but it still shows up IE whenever i tell my unit to fire.)



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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Apr 03, 2013 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

The projectile tag is not for animations, attach PLAFIRE to the warheads AnimList= tag. Projectile tag controls what the weapon can fire on etc.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Apr 03, 2013 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

For having custompaletted projectiles, the projectile's image must be listed on the Animations list.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Apr 03, 2013 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I didn't know that Graion, side effect of ARES custom palettes?

But he tried using the animation/shp image as a projectile.
You can't just reference an image there.
Then again I didn't look at his rules file.

May I assume he could have used PLAFIRE as the name of his projectile code as well as it's image? Like so?

[PLAFIRE]
Image=PLAFIRE
AA=yes
AG=yes

Then I guess then it should have worked if he had set it up like so.

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Adds random weather patterns into maps.
More disabled navalyards.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Apr 03, 2013 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

According to YRM0dd€R, NPatch works the same regarding this.

I didn't looked into the files neither but I'm guessing a typo.

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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
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Zero18
Commander


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

PostPosted: Wed Apr 03, 2013 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Eric, no I didn't do that. I was trying to create like if an unit fires a bullet. The bullet will leave a trail of Plasma fire behinds for few seconds.

I don't think I added it in warhead, all I did is create projectile, projectile animation and new weapon.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 03, 2013 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.
Quote:
[PLAFIRE]
Trailer=PLAFIRE

You tell the projectile to show a traileranim with the same ID? Bad.
What is the anim supposed to do? Show itself again too? And what about the anim showing itself as anim showing itself as anim? Should it show itself as anim again? ...
Feedback loops are not only an invention in Star Trek

2.
Quote:
[Animations]
21=PLAFIRE

bad, because maps can show animations on waypoints and use for this the index. Since you added your anim to the top, you messed up all following indices.
Put new anims always at the end of the list.

3.
Quote:
[Plasma]
Damage=50
ROF=120
Burst=7
Range=5
Projectile=PLAFIRE
Speed=30
Warhead=HollowPoint
Report=SILENCER
UseFireParticles=yes
Bright=yes


Projectile= needs a complete projectile coding and not only a projectile image from art.ini
this is how a projectile looks
Code:
[HeatSeeker]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
ROT=8
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


so you have to change yours to something like the following
Code:
[Plasma]
Damage=50
ROF=120
Burst=7
Range=5
Projectile=MyNewPlasmaProjectile
Speed=30
Warhead=HollowPoint
Report=SILENCER
UseFireParticles=yes
Bright=yes

[MyNewPlasmaProjectile]
Image=PLAFIRE ;this is the place where the art.ini projectile image is set, nowhere else!
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
ROT=8
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


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Zero18
Commander


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

PostPosted: Wed Apr 03, 2013 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have managed to get it working, but its very weird. Because when I commanded my unit to attack structure, it will come and target it. But when it starts to fire, nothing comes out of it and it does no damage.

Strange...

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Zero18
Commander


Joined: 10 Dec 2012
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PostPosted: Wed Apr 03, 2013 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got it working!  #Onfire The fire appears weird for now, but it doesn't play animation, it just stick with frame 1. My plasma flame shp have 25 frames... hmm.



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Apr 04, 2013 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Add this to the Projectile's Entry in Artmd

AnimLow=0
AnimHigh=(End number of your animation)

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Apr 04, 2013 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Zero18, plasma flame?
Which faction is that, alien?

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Zero18
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PostPosted: Thu Apr 04, 2013 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

No, if you look up at the mod (World Domination) I'm making. It is Plasma Fire for Brotherhood of Nod.

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