Posted: Sun Feb 02, 2014 6:59 pm Post subject:
Suicide weapons?
Subject description: Suicide attack working without death weapon.
Hello! I have a question.
I was playing a bit with the terrorist and I saw a very vulnerable spot in it's way of attacking in masses. When you shoot at an individual terrorist in a group of terrorists, the whole group will blow up! I was playing Generals too and the GLA terrorist has no problems attacking in masses because it does not explode when he dies!
I removed the death weapon from the terrorist but he still kills guys around him because of the suicide=yes on the weapon. I removed that too and he acted like a normal soldier would do- kill everything without the need of sacrefice.
I then tryed making a new death weapon that does no damage. He touches the enemy and he dies and no explosion.
This is what I have tryed.
The question remains:
Is there a way to make a unit that suicides and makes damage without the death weapon?
Just remove Explodes=yes on the Terrorist. Then make the Primary weapon a suicide attack. Also helps to make the Secondary a deploy suicide weapon as well. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
You could always just make the Terrorist TypeImmune to prevent himself from blowing up other Terrorists, but then he won't affect enemy Terrorists. AffectAllies=no is the best route to go here. QUICK_EDIT
Thanks guys! I think that it is a limitation to the infantry to require a death weapon to actualy make the damage. I checked the codes for the IFV weapon whith terrorist as passanger, and I saw that it is the same as the terrorist's weapon. Also it has no death weapon and still it blows up! So I gues that the infantries are special case:
Can't use gatling logic.
Can't have suicide weapon without death weapom.
Can disguise as other infantry (vehicles can't do that ).
I was late to see this topic, but here's my thoughts on it. Yes what you want is possible with Ares.
Well Infantry suicide can only be done with a death weapon defined, but you can kill him with his own animation. But that is still limited.
You can put AffectAllies=no on the deathweapons warhead, and then other explosions caused by other allied Terrorists will not affect other allied terrorists. But this looks silly and makes it impossible to kill your own terrorists with your own terrorists.
You can use an Ares Custom Death animation, to define an alternative damage source then the deathweapons warhead, but Animations warheads don't accept the tag AffectAllies=no. So this isn't a very good workaround.
Of course you can create a dummy animation, with animation to infantry. Thus creating a new infantry instead upon a terrorists suicide. In this case all you would need is a terrorists weapon to murder the terrorist on firing the weapon, perhaps a animation which only damages terrorists in the same cell. This same animation will be the spawning animation. Of course it will need to be areafire, and I suggest you use the Next= on the first killing animation before the spawning animation, so the new infantry will be created successfully.
This allows you to bypass the death weapon requirement and still have a suicide terrorist. Without the need for a deathweapon or the suicide weapon.
When the terrorist fires his weapon he will die via his weapons animations damage, then become a new infantry dummy with a blank shp. The new infantry will have an areafireweapon with suicide and a death weapon and infinite range and will die immediately. "Like a Normal Terrorist."
When this terrorist is killed in the normal way, he will not explode. Of course you could always add a custom Ares DeathAnimation to recreate the effect with or without the damage.
Anyways feel free to try it out. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Feb 05, 2014 10:43 am Post subject:
EricAnimeFreak wrote:
Animations warheads don't accept the tag AffectAllies=no
Have you tested this lately? I know that in the AttachEffect builds I got it working with AE anims, tho I never checked with warhead animations. _________________ "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... QUICK_EDIT
Maybe i missed something among all the Ares discussion, but why not use something like the following example code?
art.ini
Code:
;dummy anim that kills the firing unit
[KILLME]
Image=GUNFIRE ;use an SHP with 10 empty frames or something else
Start=0
End=1 ;play only 1 frame, so it does the damage only once (Damage is done per frame)
Damage=100
rules.ini
Code:
[Animations]
xxx=KILLME ;xxx use a free index or simply keep xxx
[Terrorist]; the infantry
Primary=SuicideBomb
;rest is coded like any other ordinary infantry
[SuicideBomb]
Damage=100
ROF=1
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SUPER ;use whatever you want (e.g. something with CellSpread)
Anim=KILLME
When the unit dies, it dies like any normal infantry, just with some blood and no area damage.
When it fires the weapon it kills itself and the weapon does some area damage (or whatever your Warhead is set to do).
Nothing complicated, nothing that needs Ares. Just some simple modding. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I was sceptic about the fire animation, but it works. I was going to give it a shot after I finished all my responsibilities for today. It works just right! Tank you VERY much to all who tryed to help me and special tanks for kenosis, EricAnimeFreak and Lin Kuei Ominae who gave the right work around!
I was sceptic about this trick, because I did not wanted work arounds. But hey, that is what moding is, right? To find a way to make what you want. And we did. Tanks to all of you!
P.S. LKO, it was too kind of you to post a code, I was going to try making it my self. As I writed from the begining I tryed some stuff, because I like to do the things my self.
P.S. 2. I have a sin vs PPM. I ripped a building animation from a mod, but I don't remmember from witch one. I will show only a picture of it because I don't know if the owner of it has released it for public use. I am ready to delete it from my computer and not use it if you tell me not to. I am ready to bear the consequences for my ripping. Here is the picture of the animation I ripped from mod I don't remmember:
Animations warheads don't accept the tag AffectAllies=no
Have you tested this lately? I know that in the AttachEffect builds I got it working with AE anims, tho I never checked with warhead animations.
No I haven't tested normal Animation warheads. Wasn't aware Animation warheads were still being touched by Ares Coders. But now that I think about it, my medics healing Aura's work with AE, but I haven't tested normal warheads with that code. Any chance for warhead effects on animation warheads in the future though, like AE?
My workaround was overly complicated. After some thought, I felt just letting the weapon do the damage was simple with death by weapon animation. But I didn't bother to correct myself since my posted workaround already worked. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Feb 06, 2014 1:21 am Post subject:
It wasn't the warhead which I've touched, but the animation itself. So Ares effects applied to animwarheads will still have to wait for a while. _________________ "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... QUICK_EDIT
Almost everybody has recolored that reactor animation on the Power Plant. (And granted how easy it is to recolor) I can't say if it should even be considered ripping... _________________ ~ Excelsior ~ QUICK_EDIT
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