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Ore (Tiberium) Damage problem
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 12, 2013 11:46 pm    Post subject:  Ore (Tiberium) Damage problem Reply with quote  Mark this post and the followings unread

People, here,
I added ti every tiberium type
CellAnim=OREANIM

[OreWH]
CellSpread=.25
PercentAtMax=1
Verses=50%,50%,50%,3%,3%,3%,0%,0%,0%,50%,0%
InfDeath=7
Poison=yes
ProneDamage=100%    ; Gas concentrates at gound level

Then in Artmd file

[OREANIM]
Image=INVISO
Theater=yes
LoopCount=-1
LoopStart=0
LoopEnd=100
HideIfNoOre=true
;Rate=450
Damage=6
Warhead=OreWH
Flat=true

(It requires oreanim.shp even if it uses Inviso, otherwise it will cause IE. Just add blank file)
Problem is that infantry dies quickly almost instantly, even if I reduced damage at minimum. 3% verses against infantry, and damage 6. Beyond wont damage them at all.
Against vehicles, it has no effects even if I put 500% versus. it must be higher damage, about 20, 30 or above to damage them, still they die quickly.
I even tried adding loop start and loop end at anim, hoping that damage will begins each time animations starts, but seems no effect, as damage is every frame.
So problem is either die quickly or no damage at all.

Any suggestions? Can I reduce ROF or something like that to anim, to damage slowly?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jun 13, 2013 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Use Rate to control how long it takes to switch between frames so you can delay the damage.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jun 13, 2013 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I always forgot.
Large numbers of rate means faster?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jun 13, 2013 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Larger means slower.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jun 13, 2013 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

But I put Rate=50, and Initiates seems dying little slower.
Whats default rate anyway?
I must check around to see if it depends of anim too, to increase frames to 50 or 100, and to increase damage in order to activate it for vehicles, and after testings and testing, finally we can make working tiberium damage.
its very good for stock YR that we can attach Poison=yes, so ImmuneToPoisons=yes makes desired units TiberiumProof.
Additionally, Ares custom armor type will do rest of job!
Hey Atomic_Noodles, in TS Tiberium just damaged infantry or both infantry and vehicles?
Do you now theoreticaly how for example would many seconds need soldier to die with health 100? So I would know how to adjust it, if possible

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jun 13, 2013 2:27 am    Post subject: Reply with quote  Mark this post and the followings unread

D-D-d-double post! (I have seen that somewhere here)
Atomic_Noodles, definitively lower rate means slower, at least here. If I put Rate=450 they die almost instantly, if I put Rate=10 it damages them slowly, like conscript machine gun, or little slower! yeah!
Soon! Soon! MasterHaosis will do another trick!
No longer LKO and other TS fanatics may laugh at us for some disabled features Very Happy

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Zero18
Commander


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

PostPosted: Thu Jun 13, 2013 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium doesnt damage vehicles... It just only hurt Infantries.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jun 13, 2013 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

My bad... I was still sleepy at that time. But yeah Lower Rate means slower.

Well who know maybe Haosis is making irradiated Ore (Which means Vehicles with Crews are supposed to be damaged)

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jun 13, 2013 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread



Up Lasher tanks slowly damaging. Down, Initiates melting. it would take initiates about minutes standing/walking into ore to die at my current settings. Lasher Tank needs longer.





NOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Even if no ore present, animation is invisually displaying, doing EVEN DAMAGE!
Guys WTF HOW CAN I FIX IT?
Seems that its because LoopCount=-1, so even HideIfNoOre=true does not force animation from dealing damage!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 13, 2013 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

In TS you add IsAnimatedTiberium=yes to the anim, so it's removed once the overlay is gone. Not sure if that key exists and works in RA2.

Also keep in mind that a map full with Ore/Tiberium will definitely cause lags, when you force the game to play hundreds of damaging anims at the same time.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Thu Jun 13, 2013 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

No matter your ultimate solution, do yourself a favor and check your mod in multiplayer before you invest too much work into this.

IIRC, CellAnim causes Reconnection Errors.


See also last line in this post and this post..

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jun 14, 2013 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
In TS you add IsAnimatedTiberium=yes to the anim, so it's removed once the overlay is gone. Not sure if that key exists and works in RA2.

Hmmm... nice code, I do not know if we have it. First time I heard of such. Modenc does not say anything related to it, there is no such code.

Lin Kuei Ominae wrote:
Also keep in mind that a map full with Ore/Tiberium will definitely cause lags, when you force the game to play hundreds of damaging anims at the same time.

Well, surprisingly, its not lagging, maybe slow downs little.
(Although I did not teest full game at 8 maps player, I just checked 2 players in map for 8 players and it made little slowdown. So you got point).

Renegade wrote:
No matter your ultimate solution, do yourself a favor and check your mod in multiplayer before you invest too much work into this.
IIRC, CellAnim causes Reconnection Errors.

Renegade, well I was reading this, and it did not say anything about Reconnection errors
http://modenc.renegadeprojects.com/CellAnim
ABout INVISO which also may cause error, that can be removed as I am using blank anim.
But did not Ares fix things which causes such errors?

Renegade wrote:
See also last line in this post and this post..

Yes, I know for that tutorial, but that has its issues

Quote:
I. damage only occuring in one cell
II. indiscriminate, unbalanced damage every frame
III. excessive lag


So, then my attempt failed.  Mad
We will have to wait then for AttachEffect, if it is going to be assigned to overlay types aside by techno Tupes.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Fri Jun 14, 2013 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I explicitly pointed at the very last line of that tutorial. That's all I cared about.

Look, it's very simple: AFAIK, that shit kills your MP.
Whether that is still the case this day and age, with your setup, I don't know.

Hence my suggestion to test this early on.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 15, 2013 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

In DTA, Bittah and me succesfully tested CellAnims in MP. The problem with reconn-errors in the past was, that keys like RandomRate and RandomLoopDelay were used on the animation, which caused the sync-losses.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jun 16, 2013 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

IsAnimatedTiberium exist in RA2YR, not sure if they still work though. If it works, I'm kinda positive this might work with some other clever tinkering.

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