Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 11:35 pm
All times are UTC + 0
hit react ?
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 21, 2013 11:39 am    Post subject:  hit react ? Reply with quote  Mark this post and the followings unread

this is probably far ... but I don't know maybe LKO or SuperJoe could know...
anyway, for TS/FS, is it possible to make that units do not react
to weapon/warhead when they are hit by it ?

like, ok I set warhead to 0% but weapon has to be atleast 1
and anything getting hit by it (AI) turns to building or unit that shoot it
and goes for it

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Jul 21, 2013 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

In AI script (11,0) will put them to sleep. I use hotkey S to stop a unit, but never mapped any key to put them to sleep. Have you tried ThreatPosed=0?

Back to top
View user's profile Send private message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 21, 2013 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think ThreatPosed and SpecialThreatValue are used for broken ThreatRating node

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 21, 2013 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

art.ini debris and anything else that isn't "connected" anymore to the firing unit is ignored. (e.g. make the projectile stop in midair and let an art.ini debris spawn to do the damage)
Other than that no, every weapon that deals damage is seen as a threat and thus the target retaliates.

_________________
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

Back to top
View user's profile Send private message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 21, 2013 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
(e.g. make the projectile stop in midair and let an art.ini debris spawn to do the damage)


by this you mean something like cluster missile and trailer anim debris ?

Back to top
View user's profile Send private message
Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Jul 22, 2013 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

If a warhead animation is played even when using 0 damage still, simply make the warheads impact animation use a debris animation of an explosion (or whatever anim you choose) give the debris a proper warhead and damage, that way damage should be dealt through the art.ini and not be linked to the original unit or its weapon.

_________________


Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 22, 2013 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

that is unfortunately not possible, as a 0 damage weapon isn't showing/using any warhead settings. So you can't let it play a damaging animation.

Thus the only way is really only via some additional step cluster code and let the anim start via a traileranim of the projectile.

_________________
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

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1646s ][ Queries: 11 (0.0100s) ][ Debug on ]