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Suicide weapons?
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Feb 02, 2014 6:59 pm    Post subject:  Suicide weapons?
Subject description: Suicide attack working without death weapon.
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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?

Thanks in advance!  Smile



Terrorist Challange.png
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Terrorist Challange.png



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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Feb 02, 2014 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe try with AffectsEnemies/Allies on the WH.
For the latter I think you need Ares.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Feb 02, 2014 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking about that and that will not work. It will make terrorist vs terrorist imposible.
Terrorists will be undamaged by the enemy terrorists, also what if you want to kill your terrorist with a terrorist?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Feb 02, 2014 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Feb 02, 2014 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still no go, even if I remove the deathweapon and make it explodes=no. I think that the main weapon kills the terrorist, and makes the damage with the death weapon. I tryed this DeathWeaponDamageModifier=.1 and when it attacks does close to no damage. So maybe it realy needs to suicide to make the damage.....  Confused

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Feb 03, 2014 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Then put AffectsAllies=no on the warhead.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Feb 03, 2014 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

some damage on a normal weapon firing anim will help.

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m7
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Joined: 17 Apr 2009

PostPosted: Mon Feb 03, 2014 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 03, 2014 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Very Happy).

So again thank you all!

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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Last edited by PillBox20 on Wed Feb 05, 2014 8:18 am; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 05, 2014 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 05, 2014 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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=======================
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 05, 2014 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Feb 05, 2014 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

/me does a little dance 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:



ggpowr_b.png
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Animation I ripped without permition.
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_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 05, 2014 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
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.


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.

_________________
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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Feb 06, 2014 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Feb 07, 2014 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Feb 07, 2014 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I decided to make my version, so I won't have to use the one I ripped. It looks pretty close. Photoshop make wonders! Smile

BTW It took me less than an hour to make the generic and snow versions. So now I have my own.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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