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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
IvanBomb radiation bug
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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NimoStar
Cyborg Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Apr 27, 2021 7:28 am    Post subject:  IvanBomb radiation bug
Subject description: tested
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IvanBombs set with a RadLevel= in their weapon will irradiate the target at bomb putting and not at explosion.

You may say "well this  isn't really a bug", but it does bug other stuff.

For example, an exploding Nuclear Reactor with one of these bombs on it won't generate radiation at death.

The radiation will also always be in a single tile (which looks bad) and likely to kill any infantry instantly.

Also, there is no way to set an actual radiation level at detonation with the warhead, since radiation level has to be declared on the weapon.

My reccomendation is either of these ones:

- IvanBomb.Radlevel= Custom ares tag to set this

OR

- Allow RadLevel to be set on warheads too. This would actually fix a lot more stuff!

Of course, these are also reccomendations to phobos project if Ares is dead...
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 27, 2021 9:55 am    Post subject: Reply with quote

Attach a weapon to the Ivan Bomb anim to spawn a radiation field.
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NimoStar
Cyborg Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Apr 27, 2021 11:36 am    Post subject: Reply with quote

Tried that. Still no radiation

Weapon:
Code:
[RADFIELDW]
Damage=5 ; Damage is used only for death explosion
RadLevel=500 ;600

Warhead=IvanRadFWH
ROF=75 ;50
Range=1.5 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry
CellRangefinding=yes
FireOnce=yes ; Only fire once; don't stay in attack mission
Projectile=Invisible
FireInTransport=no ;can't fire out of the BattleFortress

(I have tried variations including removing FireOnce and using a non-invisible projectile)

Warhead:
Code:

[IvanRadFWH]
CellSpread=3.66
PercentAtMax=.11
Wall=yes
Wood=yes
Verses=105%,85%,65%,60%,42%,30%,85%,60%,28%,60%,80%
Conventional=yes
Rocker=yes ;no
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=GTPOWEXPFIXNUKE ;NUKETORAD ;MININUKE ;ORANGEMININUKE ;MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=50%     ; Presumes air burst
CombatLightSize=200%

Versus.conyarmor=16%
Versus.steelfaction=40%
Versus.steeldefense=70%


Spawning WH:
Code:

; high explosive (shrapnel) -- DredMissile warhead when elite
[IvanRadWH]
CellSpread=3.5
PercentAtMax=.11
Wall=yes
Wood=yes
Verses=105%,85%,65%,60%,42%,30%,85%,60%,28%,60%,80%
Conventional=yes
Rocker=yes ;no
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=NUKETORAD ;GTPOWEXPFIXNUKE ;MININUKE ;ORANGEMININUKE ;MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=50%     ; Presumes air burst
CombatLightSize=200%

Versus.conyarmor=16%
Versus.steelfaction=40%
Versus.steeldefense=70%

Deform=10%
DeformThreshhold=100 ;300

IonCannon.Ripple=29 ;21



Spawning Anim:
Code:
[NUKETORAD]
Image=NUKETO
UseNormalLight=yes
Translucent=yes
Translucency=75
StartSound=ExplosionBarrel ;NukeLaunch
Next=NUKESTM

Weapon=RADFIELDW
;Ares tag


Everything is listed, indeed the main IvanBomb weapon works, just no radiation (and I don't know if the anim from the new weapon is suppossed to spawn, but it doesnt)
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 27, 2021 12:15 pm    Post subject: Reply with quote

Did you add..?

[WeaponTypes]
xx=RADFIELDW
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NimoStar
Cyborg Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Apr 27, 2021 7:37 pm    Post subject: Reply with quote

Yes. When I say "everything is listed", I mean it.

The weapon documentation says This allows some weapon effects to be applied. Maybe radiation isn't "some" of it.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 28, 2021 7:22 am    Post subject: Reply with quote

The doc states.

Quote:
The damage delivered is defined by the animation, not the weapon.


Some weapon effects wont work unless they do damage, so maybe you need to add Damage=1 to NUKETORAD.

How about adding the radiation to the bomb attach weapon & then using a long PreImpactAnim= to delay the radiation until the bomb goes off..?

You could also try making NUKETORAD spawn a dummy infantry that then kills itself to spawn radiation, that probably wont work because it will trying to spawn it on top of other units/buildings though.
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