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How to create a camera weapon?
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 30, 2015 9:50 pm    Post subject:  How to create a camera weapon? Reply with quote  Mark this post and the followings unread

The Spy Plane generates a sight range when it fires its weapon. How is that effect tacked onto the unit or its weapon and is it possible to recreate this for other units? RA's old Camera tag on weapons does not seem to work anymore. Is it a property of the SpyPlaneOverfly mission?

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Mar 30, 2015 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it is tracked on the Super Weapon, I just changed the spy plane for a mig on the special, and the only way to make it NOT do what the spyplane does is by giving a mission to attack.  By that I mean that the migs do reveal terrain and make the camera sound when not "attacking".

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Mar 31, 2015 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

RevealOnFire?

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Mar 31, 2015 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

No, RevealOnFire determines whether the shroud around a firing unit is removed for the target. Like, when a sniper fires on your units but is hidden under shroud, will you be able to see the sniper because the shroud gets lifted around him?

I think it's safe to say that revealing shroud around your own units when firing is part of Mission=SpyplaneOverfly, like Nolt said.

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Nolt
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Joined: 25 Apr 2012
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PostPosted: Tue Mar 31, 2015 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, if you dont get the answer you need, then the easiest way to go is to make something like a vehicle that deploys into a camp that has a psychic reveal SW clone.

From what ive readed on the ares documentation, you can give it custom sound and a range limiter, like an EMP pulse from ts.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Mar 31, 2015 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, I was trying to re-create the Limpet Drone from FS... ie parasite logic which reveals shroud around the unit it infects. But that has so many implications, I don't think it's possible.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Mar 31, 2015 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

If by a simple camera weapon (I'd probably make this one as a flare gun) I'd make it a gun that spawns a dummy infantry on the warhead that kills itself with its own weapon. (You'll have to deal with the Unit Lost EVA though) The Infantry provides the sight and whatever sensor/cloak detection needs you want I guess.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Mar 31, 2015 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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)
=======================
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Mar 31, 2015 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh yeah forgot about insignificant as well since you'll be using this for a dummy unit anyway as well.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Mar 31, 2015 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, somebody told me Spawned=yes shuts up EVA too.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Mar 31, 2015 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, that's listed there as well. Albeit Spawned also has side-effects for that purpose, so...

_________________
"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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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Tue Mar 31, 2015 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Recreating limpet drone? That thing was like most useless thing ever!

Worse yet, the actual concept for it actually outlined a combat role for it but oh well, it was 'simplified'

Recreating it with parasite logic isn't practical as the unit will spark and rock itself hardly concealing its presence.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Mar 31, 2015 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes well, something of a TD/Limpet cross-over infact. I was going to add SpeedMult and reveal effects to the TD warhead, but still keep the damage. Speed multiplier is functional already.

Otherwise, Noodles' approach would be very innovative and effective, but the this application is pretty specific and wouldn't work in any way other than having Camera as a property of the parasite weapon I think.

Still thanks everyone for your ideas.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 02, 2015 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I was looking in art.ini and there's another possibility...

ShouldFogRemove ?

Attached to some invisible warhead anim?

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Apr 02, 2015 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting approach, especially since AttachEffect.Animations have an Owner (invoker). I'm using AE anyways to simulate the SpeedMult of the FS limpet.
Is ShouldFogRemove bound to owner or does it happen for everyone?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 02, 2015 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

ShouldFogRemove is a really obscure tag that is only used on the on tunnel entrance roof anim. I don't think it even does anything & if it does then I'd presume it removes fog & not shroud...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Apr 02, 2015 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tests underway!

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