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Virus Tank
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badbully
Grenadier


Joined: 03 Jul 2015
Location: between heaven and hell "the healln point"

PostPosted: Mon Jul 06, 2015 12:03 am    Post subject:  Virus Tank
Subject description: GI-JOE rise of cobra Example
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Hi all I decided to make a tank that shoots a warhead which looks like the green warhead in gi-joe rise of cobra movie using the virus's logic well I made the voxel and hva and I was looking to the codes of virus I noticed that the virus sniper doesn't create the gas or the virus cloud it just has a normal sniper weapon so I wonder how does the virus and gas clouds take place?  Shocked  Shocked  I am so confused so I really need your help

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Jul 06, 2015 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Look in the art(md).ini

Code:
[VIRUSD]
Scorch=yes
Layer=ground
Report=VirusVictimSwell
SpawnsParticle=VirusCloud1
NumParticles=3

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badbully
Grenadier


Joined: 03 Jul 2015
Location: between heaven and hell "the healln point"

PostPosted: Mon Jul 06, 2015 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I still didn't get it what should I do as {virusd} is coming from an infantry death but I am talking about buildings and vehicles. I just searched ares deco_ and I saw some how to make new infantry death [Warhead]►InfDeathAnim= but it isn't applied on tanks

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Millennium
Commander


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

PostPosted: Fri Jul 17, 2015 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no way to give warheads death animations for non-infantry objects. Ares might add it eventually, but right now it's not possible.

You can give a unit a dummy survivor unit that looks kinda like this:

Code:

[VirusGasDummy]
Armor=VirusAfterglowOnly
DeathWeapon=
InitialAmmo=0
EmptyReload=10
Primary=DummyDelete
Strength=1


Remember you can set different survivor types to each vehicle, so a vehicle can have a gas dummy and still spawn regular survivors, if you like.

Make the weapon so that it destroys the dummy when it fires, deals no damage and has Range=255. Then look up your virus warhead, check the animation, like for example so:
Code:

[VirusWH]
Anim=VIRUSHIT


In artmd, add:
Code:

[VIRUSHIT]
Next=VirusAfterglow

; Virus aftereffect
[VirusAfterglow]
Damage=1
Warhead=VirusAfterglowWH


Add VirusAfterglowWH to your rulesmd and give it Verses to ONLY damage the dummy's armor ('VirusAfterglowOnly' in this example). VirusAfterglowWH should have a death anim that spawns gas clouds.

So, what will happen?
1) Your Virus shot damages the tank. If it still has HP after that, nothing special further happens after the regular hit animation plays.
2) Your Virus shot damages the tank. If its' HP are now 0, it will be destroyed. Congratulations. For now, only a normal explosion will play (depending on the Explosion set on the tank).
3) A survivor spawns! It's the VirusGasDummy!
4) The VirusAfterglow animation triggers! and kills the VirusGasDummy!
5) Virus gas is spawned!
6) If the tank is killed by any other warhead, the dummy also spawns, but will not be killed to cause gas. Instead, it will self-delete after 10 frames (when its' ammo has filled up and it fires its' self-deleting weapon). You may also chose to just let it be killable by any warhead, and just give it an empty DeathAnim= statement so it will not be visible when killed.

This method can be used for many things btw, I use it for recreating a Generals-ish 'firestorm' effect.

Note:
You might need to add a Loop or some other form of delay between VIRUSHIT and VirusAfterglow, because the Survivors do not spawn instantly (ie Frame 0) after the VIRUSHIT animation plays on the tank when it's hit.

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