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 Forum index » Modding Central » Red Alert 2 Editing Forum
Flamethrower not working
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Feb 18, 2021 10:08 am    Post subject:  Flamethrower not working
Subject description: Copy from TS
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I want a [Flamethrower], and I thought copying TS's Devil's Tongue FireballLauncher and all associated TS code would be a good base to start. Pity that base doesn't work with Ares.
Spoiler (click here to read it):
ruless.ini
Code:
[Flamethrower]
Damage=0
AmbientDamage=2
ROF=50
Range=4.25
Projectile=Invisible
Speed=1
Warhead=Fire
Report=TSFLAMTNK1
UseFireParticles=yes
AttachedParticleSystem=TSFireStreamSys
Burst=2

[TSFireStreamSys]
HoldsWhat=TSFireStream
Spawns=yes
SpawnFrames=4
BehavesLike=Fire
Image=TWLT036
Lifetime=30 ; was 100

[TSFireStream]
Image=TSFLAMEALL
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=Fire
Damage=2
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=TSFLAMTNK1
arts.ini
Code:
[TSFLAMEALL]
CustomPalette=tsanim.pal
sounds.ini
Code:
[SoundList]
8310=TSFLAMTNK1
[TSFLAMTNK1]
It's not working at all; nothing is fired, and the FLAMTNK1 sound isn't played (or at least inaudible).

EDIT: I probably should specify this weapon will an InfatryType's weapon; Gatling logic doesn't work on them IIRC.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Feb 19, 2021 1:44 pm    Post subject: Reply with quote

Bump.

Fixed. I forgot Particles and ParticleSystems need to be listed.

I still have one problem though: TSFLAMEALL.shp (FLAMEALL.shp from TS) isn't using tsanim.pal like I want it to.

I've already tried declaring TSFLAMEALL under [Animations] and then in arts.ini:
[TSFLAMEALL]
Palette=tsanim

and

[TSFLAMEALL]
CustomPalette=tsanim.pal

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Feb 19, 2021 1:49 pm    Post subject: Reply with quote

Particle doesn't read art entry. Your writing is meaningless #Tongue
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Feb 19, 2021 2:14 pm    Post subject: Reply with quote

cxtian39 wrote:
Particle doesn't read art entry. Your writing is meaningless #Tongue
Thanks for the tip #Tongue

rules:
[TSFireStream]
Image=TSFLAMEALL
Palette=tsanim.pal

Works as intended.
Now need some way to fire-proof the flame troopers' allies and the troopers themselves...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 21, 2021 4:42 am    Post subject: Reply with quote

Most anim art tags work on particle rules too iiric #Tongue
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Feb 22, 2021 5:21 pm    Post subject: Reply with quote

Something to keep in mind is that flamethrower code from TS does not grant exp to the unit for kills.

Edit: Vanilla game logic without Ares.
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Last edited by Allied General on Wed Feb 24, 2021 5:59 pm; edited 1 time in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Feb 22, 2021 10:48 pm    Post subject: Reply with quote

Allied General wrote:
Something to keep in mind is that flamethrower code from TS does not grant exp to the unit for kills.
It does with Ares
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Apr 12, 2021 5:24 pm    Post subject: Reply with quote

Did you make it in the end? I made a gas weapon for an infantry that only needs a flame animation particle if you’re still looking I could probably go have a look at the code for you. I think it’s just a trailer on an invisible projectile with a gas explosion and we use ares animation damage.  So it’s not particularly difficult. You also get exp for kills.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 12, 2021 5:53 pm    Post subject: Reply with quote

Nice one!

I still need a way for the flames to not do friendly fire though.

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