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 Forum index » Modding Central » Red Alert 2 Editing Forum
Tank wreck after being destroyed
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wofulo
Civilian


Joined: 19 Feb 2021

PostPosted: Fri Feb 19, 2021 3:38 pm    Post subject:  Tank wreck after being destroyed
Subject description: Made it but still confused. Can anybody explain better
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I was trying to give tanks some cool dying effects so it would better dead than alive Laughing

I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.

But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?

ModEnc doesn't make it any clearer(sorry English not my native language).

And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]

Final question: Is there a way to add a body wreckage that stays where it was?


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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Feb 20, 2021 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

VoxelAnims need to be explicitly defines as their own voxel objects, they added the Share* tags to borrow from existing units without adding more code. Nothing special about it.
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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Thu Mar 04, 2021 6:30 am    Post subject: Re: Tank wreck after being destroyed Reply with quote  Mark this post and the followings unread

wofulo wrote:
I was trying to give tanks some cool dying effects so it would better dead than alive Laughing

I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.

But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?

ModEnc doesn't make it any clearer(sorry English not my native language).

And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]

Final question: Is there a way to add a body wreckage that stays where it was?


Can i know how to make flying turret like you do please?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Mar 04, 2021 12:21 pm    Post subject: Re: Tank wreck after being destroyed Reply with quote  Mark this post and the followings unread

wofulo wrote:
I was trying to give tanks some cool dying effects so it would better dead than alive Laughing

I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.

But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?

ModEnc doesn't make it any clearer(sorry English not my native language).

And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]

Final question: Is there a way to add a body wreckage that stays where it was?


Everything listed in ScrapVoxelDebris= has a chance of being used as debris when a Vehicle/AircraftType is destroyed, TireVoxelDebris= only when VehicleTypes are destroyed, and I believe ExplosiveVoxelDebris is for Vehicle/BuildingTypes with Explodes=yes. I'll try to update this all on modenc when I get a chance to do further testing on ExplosiveVoxelDebris.

Debris can only have a limited lifetime as it has to hit the ground eventually.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Mar 04, 2021 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can specify which VoxelAnims are shown as debris within the vehicle code, you have to set DebrisMaximums to 1 so you don't see two turrets, but the major flag that matters is Explodes=...
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 04, 2021 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

In my mod I added tank wreaks by using immobile dummy infantry that spawn when a unit is destroyed then using Survivor.Side#=. You can make them kill themselves after awhile or destroy them yourself if they are getting in the way.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Mar 05, 2021 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Something similar I have is if it doesn't have a deathweapon yet use that to spawn a "Corpse" animation. (Still passable since its just an animation) and put the Turrets and bits i want to fly as Debris.
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wofulo
Civilian


Joined: 19 Feb 2021

PostPosted: Sun Jul 25, 2021 7:19 am    Post subject: Re: Tank wreck after being destroyed Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
wofulo wrote:
I was trying to give tanks some cool dying effects so it would better dead than alive Laughing

I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.

But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?

ModEnc doesn't make it any clearer(sorry English not my native language).

And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]

Final question: Is there a way to add a body wreckage that stays where it was?


Can i know how to make flying turret like you do please?

Just copy the codes above and it should do it.

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wofulo
Civilian


Joined: 19 Feb 2021

PostPosted: Sun Jul 25, 2021 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
In my mod I added tank wreaks by using immobile dummy infantry that spawn when a unit is destroyed then using Survivor.Side#=. You can make them kill themselves after awhile or destroy them yourself if they are getting in the way.

Big thanks. I will try this later

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