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 Forum index » Modding Central » Red Alert 2 Editing Forum
Zero damage
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Ryuuzaki51
Vehicle Driver


Joined: 06 Feb 2022

PostPosted: Sat Apr 02, 2022 4:36 pm    Post subject:  Zero damage
Subject description: Weapon with zero damage
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Hello guys. Wanna make a weapon which deals no damage, but which target everything and plays WH animation from AnimList.
Problem is that when I make wapon damage zero Damage=0, no animation is played.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Apr 02, 2022 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

AnimList requires damage

https://modenc.renegadeprojects.com/AnimList
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Ryuuzaki51
Vehicle Driver


Joined: 06 Feb 2022

PostPosted: Sat Apr 02, 2022 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:



I see. Thanks.

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NCoder
GDI Hacker


Joined: 22 Mar 2015

PostPosted: Sat Apr 09, 2022 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

A few things:
You can use the "EMEffect" tag on the warhead to invoke animations independent of Damage value. In RA2/YR/Ares, that's the only effect EMEffect has, it will not cause the warhead to actually have an EMP effect. However, using EMEffect will also cause a random animation from AnimList to be played on each hit - not an issue if there is just one animation in the list anyway, but something to keep in mind if you intend the warhead to have different animations determined by some condition (though, again, if all instances of the warhead are supposed to be used by Damage=0 weapons, then apparently that's not what you want, as Damage is the only way the game determines which specific animation to play).

Additionally, in Ares, you can have non-zero Damage weapons which do not deal damage and are still capable of targeting everything. Set the weapon's Damage to any amount, set the Verses/Versus. to 0 on the weapon's Warhead. This will prevent the warhead from firing upon those targets, but this can be fixed by adding the PassiveAcquire, Retaliate and ForceFire tags for each armor type you want. Find more information here: https://www.sidoupiar.com/docs/ra2_ares/new/additionalarmortypesandverses.html

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