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Gattling firing logic question.
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 17, 2014 6:30 pm    Post subject:  Gattling firing logic question.
Subject description: strange sounds and firings
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Hello, Everyone! Today I tryed to make the Apocalypse Tank use a gattling logic. Here is what I tryed:

;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it

;Do I have a gattling gun or not
IsGattling=yes
Gattling.Cycle=yes

;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6

Weapon1=120mmx;AGGattling
EliteWeapon1=120mmxE;AGGattlingE
Weapon2=MammothTusk;AAGattling
EliteWeapon2=MammothTusk;AAGattlingE
Weapon3=120mmx;AGGattling2
EliteWeapon3=120mmxE;AGGattling2E
Weapon4=MammothTusk;AAGattling2
EliteWeapon4=MammothTusk;AAGattling2E
Weapon5=Para;AGGattling3
EliteWeapon5=ParaE;AGGattling3E
Weapon6=MammothTusk;AAGattling3
EliteWeapon6=MammothTusk;AAGattling3E

;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=600

EliteStage1=100
EliteStage2=200
EliteStage3=300

;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50


;-----End Gattling stuff-------

Note: this is just for testing, I've not changed stages or anything else. Just the weapons.

I decided that it will be bad for the targeting if the weapons have deferent range, so I made the 120mmx have the same range as Para.

Everything is ok, until it starts firing. When it fires it fires its primary cannon from the center of the vehicle(this is not a problem, I can fix that). Now the real problem for me is that when the projectile reaches its destination it blows up without a sound. O.O And the firing sounds are not played when they should be played.

Does anyone know why this is happening:

1. Sounds played when they should not be played.

2. Why the warhead does not make any sound?

BIG THANKS, IN ADVANCE!

EDIT: So I found when the firing sounds are played, only when the gattling logic enters a new stage. Still It does not satisfy me.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Feb 17, 2014 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

you need to use dummy anims which have the report of the gun.

If not it'll only play the report once per stage.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 17, 2014 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tryed adding the report sound from the gatling tank's weapons to a chopper's gatling gun. I noticed that there is no sound.  Laughing  

Thanks! It will do the trick, I am shure of it! I think that if I remove the report sounds from the weapons them selfs it will be better. Less sounds to worry about.

_________________
"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
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Feb 17, 2014 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using the Gatling's Sound System isn't gonna work really well on non-looping Weapons. AKA Gatlings...

basically like this...

Rules...

[WEAPON]
Anim=TANKPEW

Art...

[TANKPEW]
Image=ORIGEXP
Report=PewPew

You need to do this for every Gatling-Based unit that would function as a regular style weapon. As Gatling System was originally designed to be used in conjunction with looping sfx.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 17, 2014 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Understood.

_________________
"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
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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