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Firing multiple lightning storms/dominators at the same time
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Dec 26, 2020 3:13 am    Post subject:  Firing multiple lightning storms/dominators at the same time Reply with quote  Mark this post and the followings unread

Firing multiple lightning storms/dominators at the same time

Is it possible. I don't want to see a massage saying another psychic dominator or lightning storm is active because I am using these 2 for some other purposes too so if possible let me know please.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Dec 26, 2020 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impossible. That's all.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 26, 2020 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Impossible. That's all.

Can't be right. This is the Ares forum, correct?

Surely there's some way Weather Storm and Dominator SWs can be recoded to fire simultaneously like Nuke SWs do?

Like, say, Generic Warhead delivery? UnitDelivery?
Something!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 26, 2020 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK the Weather Storm and Dominator SW cant be used simultaneously because they change the map's lighting when activated & multiple lighting effects cant be used at the same time.

So simply using Light.Enabled=no on the SW might fix it. If it's something else, then as TAK said you can create a new SW using Generic Warhead etc that looks & does the same thing but without the limitations.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 26, 2020 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
you can create a new SW using Generic Warhead etc that looks & does the same thing but without the limitations.

The question here though is "how?", at least for Lightning; how would one create randomly placed clouds that spawn lightning and respect things like "LightningRod"?

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Dec 26, 2020 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
AFAIK the Weather Storm and Dominator SW cant be used simultaneously because they change the map's lighting when activated & multiple lighting effects cant be used at the same time.

So simply using Light.Enabled=no on the SW might fix it. If it's something else, then as TAK said you can create a new SW using Generic Warhead etc that looks & does the same thing but without the limitations.


I have set the Light.Enabled=no
Still can't fire simultaneously.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Dec 26, 2020 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
you can create a new SW using Generic Warhead etc that looks & does the same thing but without the limitations.


Also.. I have an idea about Genetic warhead but I can't make the missile or meteor to fall randomly within it's range unless I can but I did use Genetic warhead with no damage but instead spawning the meteor animation for this kind of job.

Something like this.




Or like this




Or Artillery or meteorite as you know.
If I can find something that can do this I would love to hear it out.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 26, 2020 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Off the top of my head I'd say a UnitDelivery SW that spawns a dummy invisible unit/building with a weapon that spawns invisible debris that will randomly get spread around it creating the clouds on impact. You'd have to make a new anim that combines the cloud & lightning strike & use a PreImpactAnim or multistage anim weapon to get the timing of the strike right. After awhile the unit/building will kill itself with a NoAmmoWeapon weapon or something similar.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Dec 26, 2020 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Off the top of my head I'd say a UnitDelivery SW that spawns a dummy invisible unit/building with a weapon that spawns invisible debris that will randomly get spread around it creating the clouds on impact. You'd have to make a new anim that combines the cloud & lightning strike & use a PreImpactAnim or multistage anim weapon to get the timing of the strike right. After awhile the unit/building will kill itself with a NoAmmoWeapon weapon or something similar.


Good idea I am starting to figure something out now only one last thing I would like to ask. How to make debris to jump 20 tiles away?
Some weapon required a big area.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 26, 2020 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use MinZVel=, MaxZVel= & MaxXYVel= to change the debris's speed & the distance it can cover.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Dec 26, 2020 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Use MinZVel=, MaxZVel= & MaxXYVel= to change the debris's speed & the distance it can cover.


Thanks. Also I figured something out. Maybe I can use dummy building that will fire lightning storm SW but instead set the Deferment to 0 so weapon will fire instantly then put weapon length to 15 frames (1 sec) then in the lightning animation just gives all blank animations and dummy warhead. Set a lot of spawn debris and make it invisible and giving this debris to spawn the anim which is a long length of blank anim and then next=actual animation + weapon. By doing so I should be able use this SW every 1 seconds instead of long wait. What do you think?

Since Lightning SW can spawn debris before the actual weapon actually fires. I could use that for this kind of thing.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Dec 26, 2020 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

LightningStorm and Dominator have a special behavior that prevents other SWs of their type from firing as long as they are active. There is no way around that.

If you want to make multiple of them work at the same time, you need to use workarounds and other SWs for that.

Although be careful how you use debris because they might not spawn when created on buildings.

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skelebembem
Civilian


Joined: 23 Sep 2021

PostPosted: Thu Sep 23, 2021 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi, I'm sorry for necro-ing this post. I'm working on something similar.

What I did is use the GenericWarhead to create the debris. I have two issues:

1. When the GenericWarhead is aimed at the building, all the attacks end up on the building. I'm assuming that the debris prematurely hit the building thus triggering the ExpireAnim. Any workaround on this?

2. Also, when I use the superweapon on the water, as expected, only water splashes appear.

I'm using both Ares and Phobos.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Sep 24, 2021 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I would go with a GenericWarhead SW instead of an UnitDelivery, with a dummy shp animation on Explosion and then use the TrailerAnim/TrailerSeperation tags to use it as an art.ini debris generator (with using the dummy anim's frames as the control on the amount).

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skelebembem
Civilian


Joined: 23 Sep 2021

PostPosted: Fri Sep 24, 2021 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
I would go with a GenericWarhead SW instead of an UnitDelivery, with a dummy shp animation on Explosion and then use the TrailerAnim/TrailerSeperation tags to use it as an art.ini debris generator (with using the dummy anim's frames as the control on the amount).


Hi, thanks for replying.

This is actually what I did. My issues are that when I fire the warhead on a building, no debris fly out and instead deals the damage on the building. Also, it doesn't work on water - only splashes appear.

While I know that it might not work on water (as it did before), is there an Ares/Phobos function that allows debris to use ExpireAnim on water? Also, is there a way for buildings to not eat all of the debris from the resulting TrailerAnim?

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Mr.Hymn
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Joined: 01 May 2020

PostPosted: Tue Oct 12, 2021 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

skelebembem wrote:
Graion Dilach wrote:
I would go with a GenericWarhead SW instead of an UnitDelivery, with a dummy shp animation on Explosion and then use the TrailerAnim/TrailerSeperation tags to use it as an art.ini debris generator (with using the dummy anim's frames as the control on the amount).


Hi, thanks for replying.

This is actually what I did. My issues are that when I fire the warhead on a building, no debris fly out and instead deals the damage on the building. Also, it doesn't work on water - only splashes appear.

While I know that it might not work on water (as it did before), is there an Ares/Phobos function that allows debris to use ExpireAnim on water? Also, is there a way for buildings to not eat all of the debris from the resulting TrailerAnim?


From what I did right now there is no possibility to do something without a limit. I made the SW to act fast, create the lightning storm very fast but the delay will be the art part that I made then it fires dominator at the same time to look like it has 2 SW activated at the same time. It's not exactly the same. It's all about tricks.

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