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Weapon tests and new logics
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 28, 2012 12:53 pm    Post subject:  Weapon tests and new logics Reply with quote  Mark this post and the followings unread

While working for TI I tried to find new ways to create weapons and other logics.

This topic will show you some of them. Even if we won't reveal the exact code here, it might still inspire or bring you on the right path to some similar effects.

Test 01

a test to see if hva anims work on voxel projectiles together with some other weapon tests.

Test 02

a railgun particle test

Test 03

A test if Rocker= rocks.

Test 04

Puny reaper. This ^^ is how we do it.

Test 05

playing with particles (snow)

Test 06

more particle testing (rain)

Test 07

Earthquake Alert!!

Test 08

Chemthrower anyone!?

Test 09

Aircraft carrier logic in TS? o.O

Test 10

We don't need no water, let the m**********r burn. Burn m**********r burn.

Test 11

Railroad Tycoon & Conquer

Test 12
Tiberium trap. Warning: 4.5MB gif

Test 13

These walls don't really block the enemy.

Test 14

someone change the bulb.

Test 15

Let's have a outdoor party.

Test 16

Tracers: Help you aim at night and do a nice light show.

Test 17

Look. It's a dirtdevil.

Test 18

Row, row, row your hovvee. Gently down the stream.
Aro: If you see the thing, don't forget to scream.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jun 28, 2012 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 and 9 are nice.

Especially 2 since last time I checked, railguns IE on aircrafts.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 28, 2012 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

o.O
Not in TS. Railguns work fine here.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Thu Jun 28, 2012 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

fantastic and creative!

thank u for the demostrations LKO~

With ur help, our path is always enlightened!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jun 28, 2012 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would 11 work in Yuri's Revenge?

Number 16, i assume this will still pose a problem for some units with supposedly very low ROF's?

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Jun 28, 2012 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just love #2

the sort of sonic wall/carpet thing
too bad no code #Tongue

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jun 28, 2012 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Noodles: Yes, it would work. But you have to place the tracks one by one.
And with that much overlay, it might clog up the sidebar.
@LKO: I like 8 and 9. And I presume 18 uses the logic that waterfall tiles use?

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Jun 28, 2012 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

All of these are awesome, but I especially love 18.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 28, 2012 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Would 11 work in Yuri's Revenge?

Definitely, yes. Because you can build walls in YR too Wink

Atomic_Noodles wrote:
Number 16, i assume this will still pose a problem for some units with supposedly very low ROF's?

No, not really. DTA for example uses a similar type of projectile for all tanks in enhanced mode.

Krow wrote:
you have to place the tracks one by one.
And with that much overlay, it might clog up the sidebar.

correct. that's why we haven't implemented it as a player feature. But the good thing is, we can have a dummy deployer unit turn into them and this way trigger the construction of a railroad in a map.

Krow wrote:
@LKO: I like 8 and 9. And I presume 18 uses the logic that waterfall tiles use?

correct. Just a tileanim used on regular water tiles.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jun 29, 2012 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

What about 8 and 9? I'm quite intrigue with those. Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 29, 2012 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

8: combination of reaper split logic, special projectile trailer, art.ini debris and custom warhead
9: multistage airburst cluster missile

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Vulture
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Joined: 08 Jan 2011

PostPosted: Fri Jun 29, 2012 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

2 and 9 are awesome.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Jun 29, 2012 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I'm dyin' to know how you pulled off #4. From my experience, the weapon shoots wildly when forcefired but shoot out in a nice fan when you actually tell it to shoot something.


That problem still occurs, but only if you forcefire upon the ground rather than forcefiring upon a unit or structure.

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liaocheng
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Joined: 28 Apr 2008
Location: China

PostPosted: Fri Jun 29, 2012 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

really like number 16, this will be my next research subject.

I guess it needs debris logic with invisible image, low MinZVel and MaxXYVel to get it wokr like that.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 29, 2012 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
I'm dyin' to know how you pulled off #4. From my experience, the weapon shoots wildly when forcefired but shoot out in a nice fan when you actually tell it to shoot something.

I force fired on the titan here Wink You can see the red targeting line at the first few frames.

liaocheng wrote:
I guess it needs debris logic with invisible image, low MinZVel and MaxXYVel to get it wokr like that.

No. No art.ini stuff at all. Just the right projectile coding and a custom image (instead of a regular missile, these tracers)

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Jun 29, 2012 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
2 and 9 are nice.

Especially 2 since last time I checked, railguns IE on aircrafts.

I always thought this was the case too
I remember testing it once... musta done something wrong I guess..

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jul 01, 2012 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

One last thing before I try it out myself... Would Particle Projectiles be obstructed by Terrain though? (I.E: Cliffs,etc) or will they overcome these obstacles if they have the necessary entries in the weapon. (i.e: AA=yes,etc.)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 01, 2012 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
Graion Dilach wrote:
2 and 9 are nice.

Especially 2 since last time I checked, railguns IE on aircrafts.

I always thought this was the case too
I remember testing it once... musta done something wrong I guess..

hmm, could be that i used UseSparkParticles=yes instead of IsRailgun=yes, as the last one enables the AmbientDamage logic which could be the problem. The first one only plays the particlesystem, which isn't anything special.

Atomic_Noodles wrote:
One last thing before I try it out myself... Would Particle Projectiles be obstructed by Terrain though? (I.E: Cliffs,etc) or will they overcome these obstacles if they have the necessary entries in the weapon. (i.e: AA=yes,etc.)
all particle based weapons are subject to cliffs. Though not all behave the same.
e.g. gasclouds can move a cliff up, but only in very rare cases and they also use up most of their lifetime to do this.

PS completely ignore the projectile settings! They are an independent and separate logic which works next to the projectile and weapon coding.
PS are also only able to hit ground. You can't use PS to hit air as they always descend to ground.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jul 04, 2012 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Must. Know. What. The. Code. IS!

These are awesome! This inspires me to give all my best to do such logic on my mod!

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Oct 23, 2012 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I d like to see code for tracers Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 23, 2012 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

nothing special about them
use a ROT=1 projectile with a 32 facing projectile like missiles. With ROT=1 projectiles fly parallel to the ground, but are unable to rotate fast enough to do any big missile typical movement (see TS cyborg command plasma gun).
Also use a high acceleration (Acceleration=100) so they start already flying with the max speed you've set on the weapon.
Then create a new SHP for the projectile which has the tracer in 32 facings (just like missiles).
In the case of the Scatterpack, the projectile doesn't only has a single line in the tracer shp, but 3 of them in a small distance and different position, so it looks like there are multiple fired at the same time while it's actually only one projectile.

Though RA2 offers the linetrailer thing which might even work better here.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Oct 23, 2012 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh. I have tried it alredy. Btw, Apollo claiming that ROT=-1 works better. I have dropped it because it can miss its target in some cases (for exapmle if fired by non-turrered voxels). There was another workaround utilizing a Firestream particle system but I cant find this tutorial anymore. Thanks anyway.

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Aidhus
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Joined: 16 Oct 2012
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PostPosted: Tue Oct 23, 2012 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

How did you made the Test 03 logic?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 23, 2012 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Warhead with Rocker=yes
deforming ground with Deform= (see other weapons using this) (works in TS only; not in RA2/YR/Ares)

mammoth fires on aircraft with missile type weapon. projectile has trailer anim that spawns art.ini debris. art.ini debris use the special rocker warhead.

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Aidhus
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Joined: 16 Oct 2012
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PostPosted: Tue Oct 23, 2012 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you! Will credit you if needed.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 23, 2012 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
Oh. I have tried it alredy. Btw, Apollo claiming that ROT=-1 works better. I have dropped it because it can miss its target in some cases (for exapmle if fired by non-turrered voxels). There was another workaround utilizing a Firestream particle system but I cant find this tutorial anymore. Thanks anyway.

ROT=-1 !? o.O I'll have to test this. Never tried negative values on this. Only on acceleration.
Yes, ROT=1 has some issues when fired from turreted buildings too. The game seems to fire the weapon for these units/buildings only in 11.25° steps, which makes it at some angles unable to shoot directly on the target and thus constantly misses it.

Firestream is bad, as this has the typical particlesystem problems of not allowing veterancy and no rapid fired bursts. It's also difficult to balance this due to the frame based damage during the particle flight, while it should actually do only damage at the target.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 23, 2012 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Note: in Ares particles can give veterancy.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 23, 2012 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Gangster wrote:
Oh. I have tried it alredy. Btw, Apollo claiming that ROT=-1 works better. I have dropped it because it can miss its target in some cases (for exapmle if fired by non-turrered voxels). There was another workaround utilizing a Firestream particle system but I cant find this tutorial anymore. Thanks anyway.

ROT=-1 !? o.O I'll have to test this. Never tried negative values on this. Only on acceleration.
Yes, ROT=1 has some issues when fired from turreted buildings too. The game seems to fire the weapon for these units/buildings only in 11.25° steps, which makes it at some angles unable to shoot directly on the target and thus constantly misses it.

Firestream is bad, as this has the typical particlesystem problems of not allowing veterancy and no rapid fired bursts. It's also difficult to balance this due to the frame based damage during the particle flight, while it should actually do only damage at the target.


My new* Tank Hunters use ROT=-1. It works well.

* By new, I mean they were in early staff builds of Public Beta 4, they got nerfed a bit before the public release but the firing method is still different.

Quote:
Note: in Ares particles can give veterancy.


Good news for if I decide to boot up a GloboTech's Revenge. #Tongue

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Tue Oct 23, 2012 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I told Aro long ago about the -1, just do not ever use Acceleration with it and weapon Speed= 80+ not less or it drops before target etc...

Logic of weapon is obviously not tracking, just straight shoot.

difference to normal logic is that it works with elevation (such as cliffs) but of course experiences same occasional miss target issue.

BTW LKO, firestream trick in no way uses the particle for damage, just plain visual so terrain issues do not matter but obviously its only viable well in RA2.

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Wed Oct 24, 2012 11:09 am    Post subject: Re: Weapon tests and new logics Reply with quote  Mark this post and the followings unread

Quote:

Aro: If you see the thing, don't forget to scream.

It did make me jump when I saw it. #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Oct 24, 2012 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

AAAAAAAAAAAAAAAAAAAAAAAAAARGH!

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Oct 24, 2012 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

It's been months and I still haven't been able to see this thing Aro is on about.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Oct 24, 2012 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
It's been months and I still haven't been able to see this thing Aro is on about.


Not even when you're Surrounded by it?

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Oct 24, 2012 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah, it seems I misunderstood... The way Aro said it, I assumed that there was something visible in that gif animation and I just couldn't see what... But it was already pointed out to me that it's actually something ingame.

Seems all the time I wasted staring at the animation to find this thing was... well, wasted -_-

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 24, 2012 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, I just visualize Bittah sitting hour after hour watching the same gif, desperately trying to find the Thing. Laughing

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Aro
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Joined: 10 Sep 2006

PostPosted: Wed Oct 24, 2012 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

ROFLMAO!!!

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TigerACE09
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Joined: 02 Oct 2012

PostPosted: Sun Nov 25, 2012 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found the "Thing" of what you speak of.
I saw it with my own eyes.

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Sun Nov 25, 2012 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lies. It doesn't exist! Mad

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Laughing

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tony71
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Joined: 02 Jul 2017
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PostPosted: Sun Jul 02, 2017 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does exist! Mad

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swirekster
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Joined: 28 Feb 2011
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PostPosted: Mon Jul 03, 2017 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you a necromancer? Very Happy

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ErastusMercy
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Joined: 13 Nov 2007
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PostPosted: Mon Jul 03, 2017 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

swirekster wrote:
Are you a necromancer? Very Happy


A Thingcromancer? #Tongue

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Aro wrote:
You sir. Are awesome.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 03, 2017 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably the first who watched during the past 5 years the gif till the end and noticed the thing on frame 282842712474619.

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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Mon May 28, 2018 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

01: i like the particles from the bomber, I would make it have a short EMP effect too.

02: A railgun from an aircraft would be amazing! I'd do 3 or 4 bursts.

03:I'd put this weapon on a huge canon!

04: This weapon is a dream to add onto survival maps!

05 - 06: It would be cool to make units slower or give them a lower ROF if theyre in snow or rain. Wish that was possible!

07: I love the 'dirt' animation you used as particle system (is that right?) This will also be really great in AI survival maps!

09: I love the little drone! This would be perfect for a boat, just like the one ra2 unit with the aircraft on it. (I've seen coollink use the same thing, but it was unstoppable, was spreading and destroyed Everything lol!!) Brilliant!!!

10: I like how you used how the debris can damage things. (EliteGi used the same thing on a unit in his 'Siege Labyrinth' map, it destroyed some of your towers.) This would work great for a landmine or suicide truck. And I like the infantry's flamethrower alot too, it beats the devil's tongue flamethrower for sure.

11: Not sure if/how you made the 'track buildings' to be a railroad, but i could use this too lol. I made a map with a tower on waterbound=yes, and freeunit=locomotive, and tracks around the watercell, so you can build trains!! its a fun map, would be more amazing if the tracks were buildable!!!

16: This is my favorite!! any change you can share the animations? I really wonder how you made those projectiles fly so smooth.

Amazing work!!!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 28, 2018 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

01: actually not really 1 pixel particles but an SHP anim on a particle
IIRC a combination of smoke ParticleSystem that spawns over the defined LifeTime every few frames a gas Particle, with the Particle using the image of the IonCannon ionize effect


Holland wrote:
02: A railgun from an aircraft would be amazing! I'd do 3 or 4 bursts.

Bursts are not really possible. A unit can't shoot again until all particles of the previous shot vanished. So you would need a very fast/short living railgun anim.

Holland wrote:
11: Not sure if/how you made the 'track buildings' to be a railroad, but i could use this too lol.

Tracks are OverlayTypes just like walls. So this is basically many different wall buildings that use ToOverlay in art.ini to change into the Track

Holland wrote:
16: This is my favorite!! any change you can share the animations? I really wonder how you made those projectiles fly so smooth.

sorry, anims are TI exclusive.
Though nothing special here. Take one of the existing missile SHPs, duplicate the missile/line in the SHP 2-3 times so you have each frame showing 2-3 lines/missiles next to each other.
Then use a ROT=1 projectile to make it fly parallel to the ground.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Mon May 28, 2018 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! Thanks for your reply! Youve helped me out alot already.

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