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 Forum index » Modding Central » Tiberian Sun Editing Forum
A damaging weapon that also disables?
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Nod25
Civilian


Joined: 13 Dec 2019

PostPosted: Thu Dec 19, 2019 8:22 am    Post subject:  A damaging weapon that also disables?
Subject description: How to properly create a weapon that has both ordinary damage and EMP effect?
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I have tried to create a heroic weapon that has both ordinary damage and EMP effect:

Code:
[Animations]
...
761=EM_EXP42

[Warheads]
...
32=BlasterWH

; ******* Weapon Statistics *******

[40mmPGL]
Damage=500
ROF=100
Range=9.5
ProjectileRange=10
Projectile=PlasmaBlast
Speed=100
Warhead=BlasterWH
Report=BIGGGUN1
Bright=yes

; ******* Projectile Statistics *******

[PlasmaBlast]
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
ROT=1
IgnoresFirestorm=yes
Acceleration=35
AG=yes
AA=no

; ******* Warhead Characteristics *******

; Electromagnetic plasma
[BlasterWH]
Spread=128
Wall=yes
Wood=yes
Verses=45%,95%,110%,130%,70%
InfDeath=5
AnimList=EM_EXP42
ProneDamage=50%
Tiberium=yes
Bright=yes


and then in art.ini:

Code:
[EM_EXP42]
Translucent=yes
Report=EXPNEW15
UseNormalLight=yes
Rate=550
Image=EM_EXP42
Start=0
End=10
DamageRadius=128
Warhead=EMPuls
Damage=400


But this does not work. Even though I was hoping for that the animation "EM_EXP42", like fire on the ground, would apply EMP effect on vehicles, it did not.

Any inputs? Thanks in advance.

Last edited by Nod25 on Fri Dec 20, 2019 5:24 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 19, 2019 1:02 pm    Post subject: Reply with quote

1. only art.ini debris allow to use a specific warhead
normal anims like you have there are hardcoded to use warhead that is set on FlameDamage2= in rules.ini

see tutorial Animations and art.ini debris how they differ and are used

2. special warhead logics (webby, EM, etc) are not working at all from art.ini
Even with an art.ini debris, you wouldn't get the EMEffect

3. to get what you want, you have to use a 2 stage weapon like the Reaper

40mmPGL has to do damage via BlasterWH
but the projectile needs via Cluster and AirburstWeapon a second weapon (with Range=0) asigned

then you can give this weapon the emp effect warhead

So basically when the first projectile hits the target, a second weapon is fired and hits the same spot with the emp warhead

Note:
-spawned second stage weapons, need to have the weapon assigned to a unit (see weedguy hack for cluster missile), or the game crashes, since the weapon isn't loaded.
-spawned second stage weapons do by default 10 times as much Damage. So divide its Damage by 10
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Nod25
Civilian


Joined: 13 Dec 2019

PostPosted: Fri Dec 20, 2019 5:48 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
3. to get what you want, you have to use a 2 stage weapon like the Reaper

40mmPGL has to do damage via BlasterWH
but the projectile needs via Cluster and AirburstWeapon a second weapon (with Range=0) asigned

then you can give this weapon the emp effect warhead

So basically when the first projectile hits the target, a second weapon is fired and hits the same spot with the emp warhead


My friend Lin Kuei Ominae! I have been a fan of your SHP works!

Your approach indeed works. I have made the following amendments in rules.ini:

Quote:
[Warheads]
...
34=AvengerEMPuls

; ******* Aircraft Types - Game Theory: Tiberium *******

; Dropship
[DSHP]
...
Elite=AvengerEMPulseWeapon ; Hack to make EM plasma weapons work! Don't change data!
Trainable=no

; ******* Weapon Statistics *******

; DPS: 500×1×15/100 = 75
[40mmRailGrenade]
Damage=500
ROF=100
Range=9.5
ProjectileRange=10
Projectile=PlasmaBlast
Speed=100
Warhead=BlasterWH
Report=BIGGGUN2
Bright=yes

[AvengerEMPulseWeapon]
Damage=8       ; Damage is duration for EM Pulse
ROF=1
Speed=25
Warhead=AvengerEMPuls
Projectile=PulsPr
Range=0
Lobber=yes

; ******* Projectile Statistics *******

; Ghost Avenger's grenade launcher projectiles
[PlasmaBlast]
Shadow=no
Proximity=yes
Ranged=yes
Image=SPKYDRGN
ROT=1
IgnoresFirestorm=yes
Acceleration=35
AG=yes
AA=no
AirburstWeapon=AvengerEMPulseWeapon
Cluster=1
RetargetAccuracy=85%
Splits=yes


; ******* Warhead Characteristics *******

[AvengerEMPuls]
Spread=1       ; Spread is radius of EM pulse effect.
EMEffect=yes


Now in art.ini:

Quote:
[EM_EXP42]
Translucent=yes
Report=FREICHELT
UseNormalLight=yes
Rate=900
Image=EM_EXP42
Start=0
End=10


I have estimated the actual damage dealt in game. The tank did not seem to have received additional 8×10 = 80 damage on top of the "40mmRailGrenade," and instead have received 80/15 = 5.3 seconds of EMP effect. The game has multiplied the 8 "damage" from AvengerEMPulseWeapon by a factor of 10, and applied the entire amount as the EMP's duration.

So I can say this works really well with your tip:


Ghost Avenger.gif
 Description:
Weapon with both damage and EMP effect, properly blessed by Lin Kuei Ominae
 Filesize:  615.11 KB
 Viewed:  265 Time(s)

Ghost Avenger.gif



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