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AttachEffect question.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 06, 2014 10:24 am    Post subject:  AttachEffect question. Reply with quote  Mark this post and the followings unread

I'm trying to use the AttachEffect logic via anims & particles without any success, I presume that they are not compatible?

What I'm actually trying to do is give an inaccurate weapon with a cell spread a bonus if it gets a lucky direct hit by attaching a negative effect to the unit.

Maybe using a splits weapon could work, with the first stage doing the damage & the second the AttachEffect...

Or I could make the weapon attach the effect & the anim the area damage, meh just thinking out loud now #Tongue

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Oct 06, 2014 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

If the inaccurate weapon isn't a tracking one (no ROT or or ROT=0), use AirburstWeapon with low AirburstSpread (prevents multiple cluster spawn) and have the AirburstWeapon detonate immediately after spawning. This basically creates a effect where 2 or more warheads are detonated at same time that can be used with Arcing/invisible projectiles. Downside of this approach is that AirburstWeapon won't 'snap' to target (it detonates on a cell, not on a specific object) so you'd need to use CellSpread for it, without that it won't hit anything.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 06, 2014 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TS i would use Splits logic. This way i have 2 weapons with 2 different warheads.
Thus the second Warhead could get a very small Spread value for the pinpoint precise lucky shot effect.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 06, 2014 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep got it working with an AirburstWeapon just after posting this #Tongue

So artillery in D-day now do less damage to tanks but can disable them with a direct hit for a short time.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 06, 2014 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

ui, nice idea.

Also nice idea about the "lucky shot" effect. TS mods surely would also profit from such a nice new weapon logic.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Oct 06, 2014 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

AttachEffect is nothing more but a hack of the overlay animation (TS layman terms: EMP animation) and the crate logics - I don't see how could it be complicated if one looks into Ares to see what has to be pulled off for it to happen.

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