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Animation Damage on Deploy
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Dec 29, 2020 2:00 pm    Post subject:  Animation Damage on Deploy Reply with quote  Mark this post and the followings unread

I cant seem to detonate an animation weapon on a vehicles deploy animation.

I want my vehicle to be invulernable, or to self heal, one or the other; during its deploying animation.  But it seems to me that the logic is not working.

To note i cant seem to cause any damage from any weapon during a units deploy animation


here i just use the torpedoE;
Code:
[DLPHJUMPA]
Start=0
End=16      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 49
Rate=200
Rotates=no
Weapon=SubTorpedoE
Damage.Delay=0



ares states that
Quote:
"The weapon has to be known to the game already, otherwise it cannot be parsed correctly. It is recommended to add it to the WeaponTypes list."


What WeaponTypes list?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Dec 29, 2020 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Dec 29, 2020 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

RulesMD

like this?

Code:

[WeaponTypes]
1=DolphinJump
2=SubTorpedoE

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Dec 30, 2020 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

If you don't use Ares, then weapons must have reference in some unit/building like in Primary/Secondary in rules.

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