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Firing 2 Deathweapons ?
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adamstrange
Cyborg Artillery


Joined: 07 Mar 2013

PostPosted: Sat Sep 25, 2021 6:27 pm    Post subject:  Firing 2 Deathweapons ? Reply with quote  Mark this post and the followings unread

Im trying to give a unit 2 deathweapons each with its own radius.
One releases radiation and the other release fire.

DeathWeapon=FireExplosion
DeathWeapon=RadiationExplosion


The problem is that only one will fire.

I tried this with the warhead but I can't get it to have 2 different radius.

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Sat Sep 25, 2021 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

This will not work by this way ...I don't know what can cluster(AirburstWeapon) do via animations that  can hold weapon ? (thanks to ARES, of course..)

rulesmd.ini    like :

[someunit]
DeathWeapon=FireExp

[FireExp]
ROF=15
Damage=as you wish
Range=5
Projectile=InvisibleAll
Speed=100
RevealOnFire=no
Warhead=FireExpWH ; add to [WH]s List
OmniFire=yes
Suicide=yes
Anim=it can be same as WH's animation, maybe... I mean, FireExplAnim


[FireExpWH]
AnimList=FireExplAnim   ;  add to [Animations] List


; you know,the game engine has to recognize every weapon as they belong to at least one unit,so we use Ares'

[WeaponTypes]
+=RadExp
+=FireExp

[RadExp]
Damage=100 ; change the numbers as you wish
ROF=80  ; change the numbers as you wish
Range=4   ; change the numbers as you wish
Speed=10  ; change the numbers as you wish  
AreaFire=yes
Suicide=yes
Projectile=InvisibleLow
Warhead=RadEruptionWarhead  ; make it and add to WHs list
IsRadEruption=yes  ;maybe not necessary
RadLevel=200 ;for example, but a  + number  is necessary

and now, you can try to give your [FireExplAnim] a weapon called "RadExp" in   artmd.ini file... Maybe Damage= and Warhead=RadEruptionWarhead  maybe required under [FireExplAnim]  

in artmd.ini...    

[FireExplAnim]
Layer=Ground
Rate=400 ; good enough
Weapon=RadExp ; we give this name, you remember ?
Warhead=  same in rulesmd.ini
Damage= also, same in rulesmd.ini


Try this way, and if works,  make a return ,ok ?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Sep 28, 2021 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Why does it have to be two weapons when you can just make the animation look however you like and the warhead to give you the combined verses values? That's not even mentioning you can chain animations with Next= each applying damage?

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Tue Sep 28, 2021 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure...I am not good at modding. """Next= """ (in artmd.ini.)
Definetely usable...  Only GOD knows what I miss when modding just because being illiterate, I mean, without enough knowledge

Very Happy

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Sep 28, 2021 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Animation damage for this purpose is primitive given the tools you have with engine extensions. Animation damage has its uses (also with extensions) but this ain't it chief(s).

Use airburst ez:

Code:
[WeaponTypes]
xx=FireExplosion
xx=RadiationExplosion

[RadiationExplosion]
Projectile=AdamPls
Damage=69
Warhead=AdamPlsWH
Range=1.83
ROF=50
Speed=10
RadLevel=100

[AdamPls]
Image=120MM
Vertical=yes
Dropping=yes
Splits=yes
AirburstWeapon=FireExplosion
Cluster=1

[FireExplosion]
Projectile=Invisible
Damage=69
Warhead=AdamPlsWH2
Range=1.83
ROF=100


There, you now have 2 warheads on 1 DeathWeapon that:
- has separate CellSpread
- has separate AnimList

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NCoder
Soldier


Joined: 22 Mar 2015

PostPosted: Sun Nov 21, 2021 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Does Airburst actually get parsed for DeathWeapons? That never worked for me.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Nov 21, 2021 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeathWeapon doesn't fire Airburst at all because deathweapon ignores the projectile therefore no airburst can be found. Similar way we can't make animation damage or weapon to have airburst too.

But you can use Phobos with Unit to Anim feature and add unit after the destruction to fire the airburst weapon and kill self in the process.

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