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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


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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


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NCoder
Soldier


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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bbglas007
Vehicle Drone


Joined: 14 Mar 2021

PostPosted: Thu Jul 07, 2022 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

You can try 1 dmg and 2% on the warhead - if that doesnt work you can add a particle effect to it which is what i have done before for some projects

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Overmind
Rocket Infantry


Joined: 05 May 2022

PostPosted: Mon Jul 18, 2022 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, EMEffect will cause zero-damage to work.
If you need to actually disable the target, just add Temporal=yes to the warhead.

That way your weapon will keep the unit stuck.

I have not tested is there is an alternate way to Temporal (just to have the option still be able to damage the target unit).

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