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AE Damage and Retaliation
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Millennium
Commander


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

PostPosted: Mon Apr 27, 2015 11:07 am    Post subject:  AE Damage and Retaliation Reply with quote  Mark this post and the followings unread

Is it planned to enable units to retaliate against damage taken from an AE "aura" on another unit?
(or is that already possible somehow?)
Right now, a unit with a damage aura can just stand around forever (if not drawing attention in some other way) and deal damage to things around it without the AI ever retaliating against it, giving it sort of a freebie way to deal damage. Affected units will scatter, but never fire back.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Apr 27, 2015 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think it's planned at this point - it is possible that this could be fixed around the time animwarheads will get Ares effects, but noidea when will that happen.

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GenesisAria
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Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Tue Apr 28, 2015 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that ai determines the radiation field to be sourced from a desolator and attacks the desolator... If it's not already possible i'm sure there's a fairly straight forward way to accomplish it.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Apr 28, 2015 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hahaha. No.

Radiation is also ownerless. The reason why Desolators get attacked is because of the high ThreatPosed it has... the AI couldn't figure out on it's own that the Desos generate rad.

Seriously, you're arguing against the person who coded the logic in the first place. You seriously must know it better than him, for sure.

The straightforward way to accomplish it would be associating an owner unit to every animation AND use this data during damage delivery. Technically the first part is done on AttachEffect anims already, because having an animation owned by a unit makes it's position relative to the owner - the sole reason I dared starting this back at the time was that I found this out during creation of Abductor.Anim (it was funny seeing moving abduction animations...), and only the second half is missing, because damage delivery atm is fixed to using the YR delivery with the hook allowing custom warheads there strictly used for warhead and owning house acknowledgement (while Westwood had a field for animation to point an owner house, it wasn't used during damage delivery at all).

The softcoding of that hook is needed to apply Ares warhead effects anyway, at which time it might be possible to get this applicable.

TL;DR: y u so stupid.

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"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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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Apr 28, 2015 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol. Maybe, just maybe. Can you consider that unit attaching I talked about long ago? A virtual unit that keeps attacking with a real weapon can solve everything.

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Millennium
Commander


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

PostPosted: Tue Apr 28, 2015 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, I don't know about it... can you please post a link?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Apr 29, 2015 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
lol. Maybe, just maybe. Can you consider that unit attaching I talked about long ago? A virtual unit that keeps attacking with a real weapon can solve everything.


Wish I could pull that one off. I'm clearly not in my best shape for a year or more now 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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Millennium
Commander


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

PostPosted: Wed Apr 29, 2015 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't understand... it's possible to attach a _unit_ via AE rather than an animation?

That reminds me...
I did have a very weird glitch one time where I had a voxel unit with an AE and it would create an "illusion" of that voxel hovering over all units affected by the AE. I just wrote it off as a very odd glitch at the time and I wasn't able to replicate it ever again.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Apr 29, 2015 12:43 am    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)
=======================
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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Millennium
Commander


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

PostPosted: Wed Apr 29, 2015 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

No, I'm not stupid. I just had insufficient information on what you two were talking about. lol

Hmmm... well this looks like an EXE hack, not some INI setting, right? It doesn't really help my immediate problem then, but of course it would be nice if Ares had this function too.

As for the glitch:
I'm not sure what I had on that AE, it was a moderate speed multiplier if anything... I can try to piece the unit and AE back together, maybe there is parts of it in some backup file. I'll dig it out.

Update:
Tentatively associated the glitch with (some of) the characteristics of this unit/weapon/warhead:
Code:

;------------------------------------------------------------------------------
; Holographic Projector Tank
[HOLO]
UIName=Name:HOLO      ; Holo Tank
Name=Projector Tank

; Art
Image=CTNK;##TEMP##

; Weapons
Primary=HoloWeapon
Secondary=HoloWeapon
AttackCursorOnFriendlies=yes
CanPassiveAcquire=no

Strength=300
Explodes=yes
Category=Support
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6
Speed=4
Owner=Special
DoubleOwned=yes;##TEST!!!##
Cost=950
Soylent=800
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=ProjectorSelect
VoiceMove=ProjectorMove
VoiceAttack=ProjectorAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=
CrushSound=TankCrush

Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Crusher
ThreatPosed=40   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

; Propaganda
AttachEffect.Animation=SOUNDFX
AttachEffect.Duration=-1
AttachEffect.TemporalHidesAnim=yes
AttachEffect.SpeedMultiplier=1.25
AttachEffect.ArmorMultiplier=1.25
AttachEffect.FirepowerMultiplier=1.25
AttachEffect.Delay=0

[HoloWeapon]
Damage=0
ROF=10
Range=7.5;1
Projectile=Invisible
Speed=100
Warhead=HoloEffect
AreaFire=yes
Anim=SOUNDFX
Report=MirageTankDisguise

[HoloEffect]
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0%
CellSpread=8
AffectsAllies=yes
AffectsEnemies=no
AttachEffect.Animation=SOUNDFX
AttachEffect.Duration=32
AttachEffect.TemporalHidesAnim=no
AttachEffect.SpeedMultiplier=1.25
AttachEffect.ArmorMultiplier=1.25
AttachEffect.FirepowerMultiplier=1.25
AttachEffect.Cumulative=no
AttachEffect.AnimResetOnReapply=no

However, the unit does not replicate the effect I described it to have caused last time. I think the actual important part may be something about the settings of the SOUNDFX animation, which are sadly not in any backup file.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun May 10, 2015 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

oh yeah, i tested the desolator rad field with my patriot missile which can only fire at ground targets if it retaliates when attacked, it cannot target ground on it's own.  when desolator deploys rad field, the patriot retaliates.  the patriots can't even retaliate to ivan bomb.

ai does retaliate to desolator rad field, or at least the initiation of it. (AreaFire?) Won't help with Attach Effect at this point tho unfortunately...

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Millennium
Commander


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

PostPosted: Sun May 10, 2015 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

You made it so the radiation can damage buildings?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun May 10, 2015 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
You made it so the radiation can damage buildings?


Yeah you can patiently do it by adding ImmuneToRadiation=no to all buildings as by default they are immune to it unless set otherwise.

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Millennium
Commander


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

PostPosted: Sun May 10, 2015 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Knowing if he did this would be important to if and why the building retaliated. If he didn't do this, the building didn't take damage so we're not seeing retaliation here, but something else. Really curious about his reply.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon May 11, 2015 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

It wouldn't matter... i'd have to make the desolator weapon have no range to it to actually test... Not sure what i set non-rad immune to... i'd have to look into that later.

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Millennium
Commander


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

PostPosted: Mon May 11, 2015 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't understand what you mean by "have no range to it". Sorry.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon May 11, 2015 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing he means Area Fire Weapons?

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Mon May 11, 2015 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

The rad field of desolator weapon is generated by the warhead.  The weapon itself has: Damage=1, Range=4, AreaFire=yes

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Millennium
Commander


Joined: 09 Mar 2008
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PostPosted: Tue May 12, 2015 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes?
So if, as you say, the structure is being dealt damage by the radiation field, makes the connection to the Desolator who created the field, and then retaliates against that Desolator, that implies that the structure has been set to be harmed by radiation.

Otherwise, it would not take damage from the radiation field and would not retaliate.

Is that correct?

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed May 13, 2015 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't see how it's relevant.  I have to find out if it's the AreaFire only that grabs unit retaliation, or if the rad field also does... They don't always come after desolator, so it could just be areafire mixed with threat level.  Although that was only mentioned in response to the potentiality of making AE grab attention... Iono how the animation owner thing works, or if anyone can even own an animation...

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 13, 2015 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Dunno since when radiation field can damage buildings.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed May 13, 2015 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's the dummy damage which triggers the direct retaliation. Still not the radiation.

_________________
"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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