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Small Superweapon Issues!
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Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Fri Jan 27, 2012 4:26 am    Post subject:  Small Superweapon Issues!
Subject description: A Few Details i need help with
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I have two issues when using my custom superweapons. i used Banshee's Tutorial and i sucessfully made a new Ioncannon strike and nuke Missile that looks great ingame.

-They both use the "Dropdown" tequniqie

First: The issues im having involves an ingame shadow that i cant remove with the first "dropdown" animation.. (the spawn Animation after the WH expires) .... (SHP has shadows removed)

Seconced: Once my "dropdown" animation expires and links to the next animation "Ionball" (large ball before the ion cannon ring) it deforms the ground and limits the following animations "spread"

basically i want to remove shadows and and eliminate any deform... i have hit a coding brick wall, and for the life of me cannot impliment the
Deform and DeformThreshhold correctly i guess... any help will be great!!

MY ART

[IONIZE]
Normalized=yes
Translucent=yes
Translucency=75
Report=IONLAUNCH
LoopCount=3
LoopStart=0
LoopEnd=26

; falling Ion Beam
[IONBEAM2]
Image=IONBEAM2
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-100.0 ;-50.0
ExpireAnim=IONBALL
Damage=5
DamageRadius=1
Warhead=AP
IsMeteor=true
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
Tiled=yes
Translucent=yes
Translucenty=75
Report=IONDROP


;Ion Ball
[IONBALL]
Image=IONBALL
Elasticity=0.0
MaxXYVel=0.5
MinZVel=0.5 ;-50.0
ExpireAnim=IONFLASH
Damage=20
DamageRadius=2000
Warhead=Meteorite
LoopStart=0
LoopEnd=8
LoopCount=4
RandomRate=520,600
DetailLevel=0
Bouncer=yes
Spawns=IONDEBRI
SpawnCount=300
Report=IONEXPL

;Ion flash:
[IONFLASH]
Translucent=yes
Translucenty=75
Next=IONANIM

;Ion anim:
[IONANIM]
UseNormalLight=yes
Spawns=IONDEBRI
SpawnCount=500
Damage=5000000
DamageRadius=9999
Warhead=HE

;Ion debri:
[IONDEBRI]
Image=INVISO
Elasticity=0.0
MinZVel=16.0 ;40.0
MaxXYVel=140.0 ;130.0 ;18.0
ExpireAnim=IONFIELD
Damage=35
DamageRadius=100
Warhead=HE
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes

[IONFIELD]
Surface=yes
Flamer=yes
Flat=yes
LoopCount=999
Damage=0.3
Translucent=yes
DamageRadius=999
Rate=200
Scorch=yes
;Report=FALLOUT2

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Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Sat Jan 28, 2012 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Confused anyone...

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jan 28, 2012 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)

and shadow is unavoidable due to hard coding for meteor debris logic unless you use empty few frames shp so nothing to draw shadow from.

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Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Sat Jan 28, 2012 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)

and shadow is unavoidable due to hard coding for meteor debris logic unless you use empty few frames shp so nothing to draw shadow from.


thanks for the help! APolloTD

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