Posted: Mon Jan 03, 2022 7:29 pm Post subject:
Any way to mark an end of SuperWeapon effct?
According to Ares docs SuperWeapons have few settings to mark SW start:
Message.Ready=, SW.ActivationSound=, EVA.Ready=.
Yet, various mods have SWs that aren't simple "fire and forget", but have lasting effect.
So, is there any way to signal, that SW in near ending/stops working?(desirably not by mere message incorner, but smth Noticeable) QUICK_EDIT
There are probably some workarounds/tricks you could use but it depends of what type of SW you are using?
That's the thing, depending on SW some tricks can be used. Like say if SW creates dummy-unit for temporary buff, that unit can have diesound or Eva.Lost and AmbientSound for "marking" SW is in use.
But i am asking for maybe some universal/standard way, just like there are several natural ways to depict that SW is ready/activated. Maybe some ideas?
If i understand it correctly, your hint is about putting the animation on SW building, but i'm asking for more "global way", so user could know that SW is working right now, while continuing to do tasks anywhere on map. Or did i understand it wrong? QUICK_EDIT
There is no easy "standard" way of doing what you want, you'll have to use some sort of workaround.
Shame, but thanks for clarifying this.
BTW can you please give an advice how to properly set a sound so player would here it map-wide, but only owning player?
For example i gave AmbientSound= to SW-dummy unit, but it's heard by everyone, though i thought only Type=Global should behave like this..
There is no easy "standard" way of doing what you want, you'll have to use some sort of workaround.
Shame, but thanks for clarifying this.
BTW can you please give an advice how to properly set a sound so player would here it map-wide, but only owning player?
For example i gave AmbientSound= to SW-dummy unit, but it's heard by everyone, though i thought only Type=Global should behave like this..
"local" means you will only be able to hear it from a certain range within the Range set. So if you set Range=1000, it is the same as global.
https://modenc.renegadeprojects.com/Type QUICK_EDIT
Use Type=Player if you only want the owning player to hear the sound.
Doesn't work as expected. I gave SW-dummy spawned object an AmbientSound= with this Type=player sound and expected only player-owner of SW to hear sound, while i hear sounds of this SW even if it's enemy's one.
Virgil wrote:
"local" means you will only be able to hear it from a certain range within the Range set. So if you set Range=1000, it is the same as global.
https://modenc.renegadeprojects.com/Type
Thanks for explanation, and i checked that topic even before. Still didn't understand, how to properly set sound as so to say global but only for player-owner? QUICK_EDIT
used WorkingSound= in unit code.
I still hear sound from not only own, but at least ally's dummy-SW unit(didn't check enemies) and without Range= sound became local(i hoped as it's Type=player, player would hear it anywhere). QUICK_EDIT
There are probably some workarounds/tricks you could use but it depends of what type of SW you are using?
That's the thing, depending on SW some tricks can be used. Like say if SW creates dummy-unit for temporary buff, that unit can have diesound or Eva.Lost and AmbientSound for "marking" SW is in use.
But i am asking for maybe some universal/standard way, just like there are several natural ways to depict that SW is ready/activated. Maybe some ideas?
If i understand it correctly, your hint is about putting the animation on SW building, but i'm asking for more "global way", so user could know that SW is working right now, while continuing to do tasks anywhere on map. Or did i understand it wrong?
No, these tags will show this animation at the target location when you fire the SW. _________________
ayylmao on Discord QUICK_EDIT
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