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Weapon projectiles and cliffs.
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Fri Mar 02, 2018 8:43 pm    Post subject:  Weapon projectiles and cliffs. Reply with quote  Mark this post and the followings unread

So I'm trying to create weapon which is like an "underground" weapon and has a projectile image which is like a shockwave stuff, it's like a special effect of some sorts.

Code:
[SampleWeapon]
Damage=250
ROF=150
Range=15
Projectile=SampleProjectile
MinimumRange=3
Speed=200
Warhead=SampleWH
Report=Explosion09
Anim=SWAVE1

[SampleProjectile]
Level=no
;Arm=2
ROT=1
Acceleration=1
Image=SWAVE2
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no


My problem here is, when the unit attacks while it's over the cliff, the attack won't land to the supposedly target and the projectile will hit the cliff instead. I know this can be easily solved by using Image=INVISO or any Invisible stuff projectiles but I don't like its projectile being invisible because as I said I want to create some sort of special effect and using Arcing=yes will be just too stupid since I'm  creating an "underground" weapon. I'm not very knowledgeable on projectiles so does anyone know what appropriate tags should I use?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Mar 03, 2018 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Put the image of your projectile on a trailer and have the actual projectile invisible.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sat Mar 03, 2018 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually the actual projectile is already invisible but with a trailer. (Which I just realized it by now so I apologize on my first post stating not wanting an invisible image projectile...)

Code:
[SWAVE2]
Image=INVISO
Trailer=SWAVE3
TrailerSeperation=500
Layer=ground


To correct what I said earlier, my projectile image is INVISO but I'm using the trailer.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Mar 04, 2018 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you can make a missile projectile with invisible body but a visible shadow, since shadow is always drawn on the ground, it looks like a "underground" projectile.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 04, 2018 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

like this?


To manage cliffs, i would use a missile projectile.
-missile itself invisible
-the Trailer (like in my example above) using an invisible art.ini debris
-the invisible art.ini debris with MinZVel=-100 so it falls very fast down and hits the ground almost immediately
-the invisible art.ini debris then creating the actual anim via ExpireAnim

e.g.
rules.ini
[ShockWaveProjectile]
Image=SWAVEPRO
Level=no
ROT=1
Acceleration=100 ;let it start moving with max speed
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no

art.ini
[SWAVEPRO]
Image=none
Trailer=DummyDebris
TrailerSeperation=1

[DummyDebris]
Image=none
Elasticity=0.0
MinZVel=-100.0 ;fall/fly very fast down
MaxXYVel=0.0 ;don't fly to the side
ExpireAnim=DIG ;the dirt/shockwave anim on ground
LoopStart=0
LoopEnd=1
LoopCount=-1
Bouncer=yes
Damage=1 ;make sure the Warhead only rocks vehicles but doesn't actually damage anything (Verses=0%), except you want destruction along the projectiles path
Warhead=RockerWH ;create a warhead which tilts/rocks vehicles a lot

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Mar 04, 2018 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow that's a pretty perfect effect for a land torpedo weapon

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Mar 04, 2018 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried your coding LKO but it gives me an IE.

rules.ini

Code:
[SampleProjectile]
Level=no
;Arm=2
ROT=1
Acceleration=1
Image=SWAVE2
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no


art.ini

Code:
[SWAVE2]
Image=INVISO
Trailer=DUMMYWAVE
TrailerSeperation=500
;Layer=ground

[DUMMYWAVE]
Image=INVISO
Elasticity=0.0
MinZVel=-100.0
MaxXYVel=0.0
ExpireAnim=SWAVE3
LoopStart=0
LoopEnd=1
LoopCount=-1
Bouncer=yes
Damage=1
Warhead=RockerWH

[SWAVE3]
Layer=ground
Rate=300
Flat=true
Translucent=true
Translucency=100
CanBeHidden=true
CanHideThings=false


- DUMMYWAVE is already on the Animations list.
- RockerWH is already on the Warheads list and I made sure it has an entry.

I tried removing Bouncer=yes tag but it won't show its ExpireAnim so it'll be pointless.

Here's the except.txt. I tried searching the EIP on modenc but it seems it's not on the EIP list.

Spoiler (click here to read it):
Code:
Internal Error encountered!
---------------------
Ares version: 18.26.126
---------------------
Exception code: C0000094 at 004225A5
Registers:
EIP: 004225A5   ESP: 0018D050   EBP: 0018D0B4
EAX: 5CF3AB8D   EBX: 08DBBCCB   ECX: 00000000
EDX: 00000000   ESI: 0DF3DC70   EDI: 0FCD3580

Stack dump:
0018D050: 0087F778
0018D054: 00000000
0018D058: 0A3E1058
0018D05C: F1FD9793
0018D060: A30C5473
0018D064: 00000000
0018D068: 0A3E1058
0018D06C: 0018D080
0018D070: 00000001
0018D074: 0000C280
0018D078: 00007A80
0018D07C: 00000143
0018D080: 0000003F
0018D084: 0087F778
0018D088: 0DF3DC70
0018D08C: 0000C280
0018D090: 00007A80
0018D094: 00000139
0018D098: 007CDA69
0018D09C: 00B78268
0018D0A0: 0DF3FB40
0018D0A4: 007C9492
0018D0A8: 00000009
0018D0AC: 0CEB09B4
0018D0B0: 00000009
0018D0B4: 0DF3FB40
0018D0B8: 004668BD
0018D0BC: 0FCD3580
0018D0C0: 0018D0FC
0018D0C4: 00000001
0018D0C8: 00000001
0018D0CC: 00000600
0018D0D0: 00000000
0018D0D4: 00000000
0018D0D8: 0087F778
0018D0DC: 0000007A
0018D0E0: 0018D280
0018D0E4: 0A3E1058
0018D0E8: 00000000
0018D0EC: 0047BB52
0018D0F0: 00000000
0018D0F4: 00FD000D
0018D0F8: 0018D0FC
0018D0FC: 0000C280
0018D100: 00007A80
0018D104: 00000139
0018D108: 11E357A4
0018D10C: 00000000
0018D110: 0018D124
0018D114: 0F98BA80
0018D118: 0EEA4C10
0018D11C: 0BE20020
0018D120: 0EEA4C10
0018D124: 11E35708
0018D128: 0000C1C0
0018D12C: 00007E40
0018D130: 00000186
0018D134: 73B64858
0018D138: 11E35934
0018D13C: 0F98BA80
0018D140: 00000000
0018D144: 73B6468A
0018D148: 00000001
0018D14C: 0018D160
0018D150: 0070D224
0018D154: 11E357F8
0018D158: 11E35708
0018D15C: 00000000
0018D160: 0C995ED0
0018D164: 00000000
0018D168: 0065584D
0018D16C: 11E357F8
0018D170: 11E357F8
0018D174: 11E35708
0018D178: 0C995E01
0018D17C: 73B2A8B3
0018D180: 0087F778
0018D184: 0B656C60
0018D188: FFFFFFFF
0018D18C: 0A3E1058
0018D190: 11E35708
0018D194: 11E35708
0018D198: 062D000D
0018D19C: 0018D1A0
0018D1A0: 006FAF0D
0018D1A4: 00000216
0018D1A8: 11E357F8
0018D1AC: 11E35708
0018D1B0: 00000000
0018D1B4: 04FD000D
0018D1B8: 0018D1BC
0018D1BC: 005F698F
0018D1C0: 00000202
0018D1C4: 0087F778
0018D1C8: 0B656CFC
0018D1CC: FFFFFFFF
0018D1D0: 0018D1E4
0018D1D4: 0A3E1058
0018D1D8: 0087F778
0018D1DC: 0EFBE970
0018D1E0: FFFFFFFF
0018D1E4: 0A3E1058
0018D1E8: 0F4BA790
0018D1EC: 0048502B
0018D1F0: 0B656C60
0018D1F4: 00423BB4
0018D1F8: 0087F778
0018D1FC: 00000079
0018D200: 0018D280
0018D204: 0A3E1058
0018D208: 00000000
0018D20C: 11E35708
0018D210: FFFFFFFF
0018D214: 0018D228
0018D218: 0A3E1058
0018D21C: 00000065
0018D220: 11E35708
0018D224: 00000001
0018D228: 00000000
0018D22C: 11E35708
0018D230: FFFFFFFF
0018D234: 0467000D
0018D238: 11E35708
0018D23C: 00521167
0018D240: 0087F778
0018D244: 00000058
0018D248: 0A3E1058
0018D24C: 00000058
0018D250: 73B4A498
0018D254: 053C000D
0018D258: 0018D25C
0018D25C: 0062FD60
0018D260: 0087F778
0018D264: 0B653D40
0018D268: 0B653D40
0018D26C: FFFFFFFF
0018D270: 0018D284
0018D274: 0A3E1058
0018D278: 007EFB9C
0018D27C: 0062FD8B
0018D280: 077E1178
0018D284: 0055B613
0018D288: 00000000
0018D28C: 00000001
0018D290: 0018F0BC
0018D294: 00000000
0018D298: 0087F778
0018D29C: 00000246
0018D2A0: 00000000
0018D2A4: 00000001
0018D2A8: 007E9F64
0018D2AC: 00000000
0018D2B0: 00000000
0018D2B4: 08D40001
0018D2B8: 00000000
0018D2BC: 0000000A
0018D2C0: 0055DCA3
0018D2C4: 00000001
0018D2C8: 00000004
0018D2CC: 0018F0BC
0018D2D0: 00000000
0018D2D4: 00000000
0018D2D8: 76357038
0018D2DC: A22A4F38
0018D2E0: 76356FFE
0018D2E4: 00CFBA10
0018D2E8: 00008000
0018D2EC: 0018D2DC
0018D2F0: FFFFFFFF
0018D2F4: 0018D3C8
0018D2F8: 763BA61E
0018D2FC: 00000000
0018D300: 000001E4
0018D304: 00000317
0018D308: 00000000
0018D30C: 00000000
0018D310: 764441B5
0018D314: 00000000
0018D318: 764441B5
0018D31C: 00000000
0018D320: FFFFFFFE
0018D324: 76356D51
0018D328: 76356DE8
0018D32C: 0018F0BC
0018D330: 73D45B61
0018D334: 0018D360
0018D338: 763562FA
0018D33C: 001F00C4
0018D340: 00000113
0018D344: 00000001
0018D348: 00000000
0018D34C: 764441B5
0018D350: DCBAABCD
0018D354: 00000000
0018D358: 00000000
0018D35C: 764441B5
0018D360: 0018D370
0018D364: 0018D38C
0018D368: 00000000
0018D36C: 75792E09
0018D370: 0018D3D8
0018D374: 76356D91
0018D378: 76356D51
0018D37C: A22A4FE4
0018D380: 0018D46C
0018D384: 0018D464
0018D388: 010F3750
0018D38C: 00000024
0018D390: 00000001
0018D394: 00000000
0018D398: 00000000
0018D39C: 00000070
0018D3A0: 77D1F8C1
0018D3A4: 75FF0816
0018D3A8: 000001A0
0018D3AC: 00000000
0018D3B0: 75FF0849
0018D3B4: A22BE91D
0018D3B8: 75D31136
0018D3BC: 000001A0
0018D3C0: 00000000
0018D3C4: 00000024
0018D3C8: 00000001
0018D3CC: 00000000
0018D3D0: 00000000
0018D3D4: 04BC000D
0018D3D8: 0018D3DC
0018D3DC: 0055CFDF
0018D3E0: 00000202
0018D3E4: 00000001
0018D3E8: 00000004
0018D3EC: 0018F0BC
0018D3F0: 0018D404
0018D3F4: 00000000
0018D3F8: 11E35708
0018D3FC: 00AC4C01
0018D400: 000000BA
0018D404: 00000004
0018D408: 00000000
0018D40C: 75FF0849
0018D410: 75D31194
0018D414: 000001A0
0018D418: 00002710
0018D41C: 00000000
0018D420: 0DF2F290
0018D424: 0018D438
0018D428: 75D31148
0018D42C: 77D1FB91
0018D430: 75FF031B
0018D434: 000001A0
0018D438: 00000000
0018D43C: 0018F0BC
0018D440: 007B9C1B
0018D444: 000001A0
0018D448: 00000001
0018D44C: 00000000

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 04, 2018 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Change MaxXYVel=0.0 to 1.0 and try again.
Could be a div/0 error. I had some trouble with these keys in the past as well.

Also change Trailerseperation. 500 is way too high. I doubt you will see more than a single trailer anim with a 500 frames interval.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Mar 05, 2018 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay I tried and it's not giving me an IE anymore but it's still similar to my original problem.

As for TrailerSeperation, I don't think the game minds the extreme numbers. Heck I did try doing TrailerSeperation=5000 but seems no difference to all digits that I've tried.

Anyway, here's the image for better presentation of my problem.
Spoiler (click here to read it):


And it's not only on cliffs, but on slopes as well. Although on slopes case, it hits to the slopes if the unit is under the slope.

Spoiler (click here to read it):

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 05, 2018 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Raise ROT to 10 or more.
With the low value of 1, the missile is not gaining any height and flying parallel low to the ground, why it hits any slope/cliff.

As for TrailerSeperation: it's of course ignored. This key is for art.ini animations only, not for projectiles. So you can remove it.
The interval at which Trailer anims are spawned on projectiles is hardcoded.

To give the Trailer anims a nice short distance, give your weapon a speed of 15 or lower. This also helps the projectile to climb faster on a higher flight level.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Mar 05, 2018 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks it now works perfectly!

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Nov 01, 2021 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
like this?


To manage cliffs, i would use a missile projectile.
-missile itself invisible
-the Trailer (like in my example above) using an invisible art.ini debris
-the invisible art.ini debris with MinZVel=-100 so it falls very fast down and hits the ground almost immediately
-the invisible art.ini debris then creating the actual anim via ExpireAnim

e.g.
rules.ini
[ShockWaveProjectile]
Image=SWAVEPRO
Level=no
ROT=1
Acceleration=100 ;let it start moving with max speed
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no

art.ini
[SWAVEPRO]
Image=none
Trailer=DummyDebris
TrailerSeperation=1

[DummyDebris]
Image=none
Elasticity=0.0
MinZVel=-100.0 ;fall/fly very fast down
MaxXYVel=0.0 ;don't fly to the side
ExpireAnim=DIG ;the dirt/shockwave anim on ground
LoopStart=0
LoopEnd=1
LoopCount=-1
Bouncer=yes
Damage=1 ;make sure the Warhead only rocks vehicles but doesn't actually damage anything (Verses=0%), except you want destruction along the projectiles path
Warhead=RockerWH ;create a warhead which tilts/rocks vehicles a lot


May I ask how to shoot multiple shots at once and barrage the area like the gif please….

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Nov 01, 2021 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Nov 01, 2021 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:


Thank you very much, the projectile use arcing with ballistic scatter possible?

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