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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
EMP Warhead to affected infantry
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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wiwimax
Cyborg Engineer


Joined: 13 Dec 2016

PostPosted: Sun Oct 16, 2022 3:25 pm    Post subject:  EMP Warhead to affected infantry Reply with quote  Mark this post and the followings unread

[EMPulseWarhead]
CellSpread=5
Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,0%,0% ; original

EMP.Duration=1000
EMP.Cap=1000

However if verses are set against everything like:
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%

not affects organics/infantries. So the idea here is all infantries to became "disabled" similar to get knockdowned for period of time. In the moment with this settings when infantries get hit by this warhead then they use "Down" frame of their sequences for one second, and they get up.
So the question is how this to have the same EMP effect on infantries and they to stay longer in their down frame?

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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Mon Oct 17, 2022 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

https://modenc.renegadeprojects.com/ImmuneToEMP

Organic Vehicle and non Cyborg Infantry have ImmuneToEMP=yes by default. You have to manually and explicitly set everything to ImmuneToEMP=no to have EMP work on them.

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wiwimax
Cyborg Engineer


Joined: 13 Dec 2016

PostPosted: Tue Oct 18, 2022 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
https://modenc.renegadeprojects.com/ImmuneToEMP

Organic Vehicle and non Cyborg Infantry have ImmuneToEMP=yes by default. You have to manually and explicitly set everything to ImmuneToEMP=no to have EMP work on them.


What is really needed is a second EMP i.e. EMP2 - clone of EMP and somehow to define "ImmuneToEMP2=no"

is that possible? Because the point here is to have "two" different EMPs - one standard, and one that will affects the infantries too.

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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Tue Oct 18, 2022 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

wiwimax wrote:
Virgil wrote:
https://modenc.renegadeprojects.com/ImmuneToEMP

Organic Vehicle and non Cyborg Infantry have ImmuneToEMP=yes by default. You have to manually and explicitly set everything to ImmuneToEMP=no to have EMP work on them.


What is really needed is a second EMP i.e. EMP2 - clone of EMP and somehow to define "ImmuneToEMP2=no"

is that possible? Because the point here is to have "two" different EMPs - one standard, and one that will affects the infantries too.


The point here is you MUST make them not immune to EMP first, then can you create all those warhead stuffs. If something is ImmuneToEMP=yes, no EMP effect works no matter what warhead you throw on it.
Better use AirBurst to create a separated no-damage EMP weapon from the main explosion, btw, because if you attach EMP effect to the damaging warhead, it will either do both EMP and damage, or no EMP and no damage.

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