Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Apr 27, 2015 11:07 am Post subject:
AE Damage and Retaliation
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. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Apr 27, 2015 12:04 pm Post subject:
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. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
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. _________________ ????????MyAnimeList my Last.fm QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Apr 28, 2015 6:39 pm Post subject:
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. _________________ "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
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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... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Apr 29, 2015 12:25 am Post subject:
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... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Apr 29, 2015 12:34 am Post subject:
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. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Didn't you had Rocker=yes on the AE anim's WH? Either that or some supercrazy SpeedMultiplier, can't think of else. _________________ "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... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Apr 29, 2015 1:15 am Post subject:
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
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
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. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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... _________________ ????????MyAnimeList my Last.fm QUICK_EDIT
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. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun May 10, 2015 11:17 am Post subject:
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. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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. _________________ ????????MyAnimeList my Last.fm QUICK_EDIT
The rad field of desolator weapon is generated by the warhead. The weapon itself has: Damage=1, Range=4, AreaFire=yes _________________ ????????MyAnimeList my Last.fm QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue May 12, 2015 9:51 am Post subject:
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? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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... _________________ ????????MyAnimeList my Last.fm QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 13, 2015 6:53 am Post subject:
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... QUICK_EDIT
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