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SW Type=Battery any way to mark Overloaded units?
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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Thu Sep 05, 2024 6:52 pm    Post subject:  SW Type=Battery any way to mark Overloaded units? Reply with quote  Mark this post and the followings unread

Among features Type=Battery can provide there is an overload function, but SW doesn't allow any easy way to make affected units to "stand out"(not only for player, but for enemy too).
As i understood this type of SW doesn't support animation, so animation > weapon > attackeffect can't work.

So can smbd provide a working example how to mark overloaded units in this situation?(example of mod that has such mechanic to study would be sufficient too)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 05, 2024 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Battery.Overpower= is meant for buildings like the tesla coil, I didn't know it also worked on units?

You can use Phobos and SW.Next= to fire a second super weapon that uses DetonateOnAllMapObjects.AffectTypes= to add an attach effect anim to the overpowered buildings/units.

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Mon Sep 09, 2024 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for hint on Phobos, especially with links, that indeed may work.
My bad not properly describing, yeap, units can't be overloaded. I understood it only later, while experimenting and trying to put a dummy unit inside some structure, that will switch to Overloaded-secondary and use dummy-mark-weapon.

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Mon Sep 16, 2024 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since it's connected to similar experiment, wanna confirm: is it right, that dummy units can't use/fire Superweapons?

I was trying to add to an actual building an SW Type=UnitDelivery > that would create a dummy unit > which ought to fire another SW and disappear through delayed killing animation.
This correlates with answer above about Phobos, but i'm asking exactly Ares-wise = such trick can't be done, right?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Sep 24, 2024 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Units can't use superweapons only buildings, you can use SW.Next= if you want to use multiple superweapons at the same time.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Tue Oct 08, 2024 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Minor bump, but you can actually make units "use" superweapons, by having the SuperWeapon be always available, cameo hidden, and having said unit be the sole designator for the superweapon. This way, the SW won't fire until the unit is on the battlefield, achieving the effect the OP wanted.

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