Posted: Mon Jun 01, 2020 10:43 am Post subject:
Help with an attach effect
Ok, so I want a weapon that exclusively targets vehicles, but the "Shockwave" from said weapon slows infantry.
So I made a weapon, made its warhead only target vehicles, gave its warhead an animation, attached a warhead to the animation in ArtMD, and put the attacheffect on the new warhead, which only targets infantry.
The vehicle part works perfectly, kills units fine, the infantry bit does not.
Any idea what's causing it to not work? _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
AFAIK animations can't use attach effect. Instead use an Airburst weapon that splits on impact, with the attach effect on the second stage. _________________
Fair enough, the documentation isn't clear on that, I thought using the anim to call a warhead, and putting the AE on the warhead would bypass the AE not working on anims, cos it's on the warhead. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
If you give the animation a weapon with that warhead you will achieve what you're after, e.g. this is what I use for "cryo clouds" to slow nearby units:
Weapon=IceCloudWeap
Damage=1
Damage.Delay=13
Make sure the weapon is declared etc and it works fine. _________________
ayylmao on Discord QUICK_EDIT
If you give the animation a weapon with that warhead you will achieve what you're after, e.g. this is what I use for "cryo clouds" to slow nearby units:
Weapon=IceCloudWeap
Damage=1
Damage.Delay=13
Make sure the weapon is declared etc and it works fine.
Right, I must be doing something wrong here, because it's not working.
[SLOWWH]
Conventional=yes
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
AnimList=none
AffectsAllies=YES
AttachEffect.Duration=300
AttachEffect.SpeedMultiplier=0.5
AttachEffect.ROFMultiplier=2.0
AttachEffect.Cumulative=NO
AttachEffect.Animation=FLHFIND ;temp anim, want something obvious to show it works
You'll have to give it a CellSpread to match as well hopefully that works. My CellSpread is low because the animation spawns multiple via debris to cover a larger area, so if you have just one big animation you may want to try with higher numbers.
You'll have to give it a CellSpread to match as well hopefully that works. My CellSpread is low because the animation spawns multiple via debris to cover a larger area, so if you have just one big animation you may want to try with higher numbers.
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