Posted: Wed Jan 08, 2014 2:53 pm Post subject:
Primary AOE
I'm trying to make an infantry use an area of effect weapon without the need for it to deploy but haven't get very far.
Of course AreaFire only works on secondary deploy weapons, so I've been trying other methods. DistributedFire will only target a few units & not in a 360 radius. Trying to get the weapon to detonate early using Vertical & DetonatonAltitude didn't do anything. Using a dummy weapon with the warhead attached to the firing Anim instead proved just as ineffective. Next thing is to make the firing Anim spawn invisible debris... _________________
Why don't you use CellSpread?
Give the unit a weapon with the following projectile settings
[HitOnUnitsCell]
Arcing=false
Image=none
The projectile is this way unable to fly any distance and thus hits the same cell where the unit fired the weapon (if H of FireFLH is set high enough in art.ini it might be able to travel a few cells before it hits the ground, so keep H=0)
Then you're free to set the weapons range for targeting purposes, while the weapon itself always explodes on the units cell.
CellSpread is then doing the rest of some area damage using whatever you've set on the warhead.
If the projectile doesn't work for some reason, you could also set the projectile like a bomb projectile which can only fall vertical down, so you're sure it can't fly any distance. (e.g. Parachuted=yes or Dropping=yes, don't know which of these keys work in RA2, but there is surely a way to make the projectile unable to travel any distance) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Can be set to 'yes' or 'no' and is used to specify that this units Primary= weapon is randomly sprayed around the unit itself rather than fired at a target using the normal rules of a projectile. The effect is that the weapon is fired at a random cell at any one of the 8 standard compass directions from the unit, rather than at the selected target itself. This was intended for the Chaos Drone although it does not get used as the designers opted to make it 'simple deploy' to fire its weapon instead, then made that weapon affect an area around it.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jan 08, 2014 6:20 pm Post subject:
Re: Primary AOE
Mig Eater wrote:
Trying to get the weapon to detonate early using Vertical & DetonatonAltitude didn't do anything.
What was the weapon's projectile for this? Because from my own tests, this needs a voxel. _________________ "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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@LKO: Arcing=false weapons works fine on flat ground, it will predetonate on slopes/cliffs tho.
@Graion: The projectile just flew off the map without doing anything.
@Noodles: Yay we have a winner! Finally a use for that left over bit of code.
BTW I've used this to make a commander that "buffs" the units around him. He doesn't need to be deployed in order to work now, so he can easily be mixed in with normal units. _________________
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