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V3missile bugs and limitations
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Jan 08, 2014 4:01 pm    Post subject:  V3missile bugs and limitations
Subject description: Proposal to enchancement and fixes
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These problemas happen both with the default v3 missiles (all variations, both dreadnought and cmisl), and with customized v3 missiles:

1- No radiation problem: There is no way there is residual radiation since that is listed on the weapon, and there is no weapon except for a virtual one in launch.
This could be fixed by either allowing rdiation to be listed on Warhead, or to be retrievedd from the virtual weapon. Specially relevant if customized radiation, or atomic missiles (very logicl option for ICBM)

2- Light flash Problem: V3-like impacts generate no flash of light, for the same reason ; Bright=yes has to be read from weapon. By allowing this to be overriden by a list of the tag in Warhead or reding from the virtual weapon, this could be fixed.
Specially relevant because of the possibilityy of different light settings (light size and colour)

3- PreImpactAnim Problem: Probably related to previous problems. V3 missiles don't' read "Preimpact anims" and thus sadly ncannot use animations like the "nukeBuildup" and others. Again, specially sad because these are missiles and you wouyld want an effect like that...

4- Projectile problem: This is more complicated to fix individually, I would assume but since no weapon, no projectile. This is problematic because it disables Cluster, Airburst, Tesla effects, etc. etc... you could or would want it to have.

Unconfirmed:
I also don't know if attachanims would work on V3 warheads as of now. perhaps not.
Also,m maybe it woudn't spawn particles either.

POSSIBLE SIMPLE FIX FOR ALL:
Make it so that instead of llisting a warhead and elitewarhead and damage for explosion, it lists a Weapon and a Eliteweapon. This would fix all problems and already works wiith DeathWeapon on the V3 unit (however, this only is for when it is detonated mid-air by AA fire, and not when it impaccts normally.-..)

Hoeever, developers maybe have other ways.

Please include this in a next Ares release?
It would be positive for all modders since missile weapons are very common and a lot requested custom missiles...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 08, 2014 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about modding instead of asking features that can be most probably done already?

NimoStar wrote:
1- No radiation problem: There is no way there is residual radiation since that is listed on the weapon, and there is no weapon except for a virtual one in launch.

Use AirburstWeapon?

NimoStar wrote:
2- Light flash Problem: V3-like impacts generate no flash of light, for the same reason ; Bright=yes has to be read from weapon.

Bright works also on warheads. Original V3WH has this already.
If you want it colored then look at the MirageWH and see that the color keys are used on the warhead, which you can surely do on the V3WH as well.

NimoStar wrote:
3- PreImpactAnim Problem: Probably related to previous problems. V3 missiles don't' read "Preimpact anims" and thus sadly ncannot use animations like the "nukeBuildup" and others.

What is a PreImpact Anim? Does Ares provide that?
Anyway, how about using art.ini debris? Even in TS i can provide you with such an effect.
There are so many different ways to create, spawn or play more than one explosion anim, so you should use first imo.

NimoStar wrote:
4- Projectile problem: This is more complicated to fix individually, I would assume but since no weapon, no projectile. This is problematic because it disables Cluster, Airburst, Tesla effects, etc. etc... you could or would want it to have.

Are you sure AirburstWeapon doesn't work on V3WH?

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Jan 08, 2014 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
What is a PreImpact Anim? Does Ares provide that?


IIRC it's the yellow bulb/ball you see when a Nuke impacts the ground, before the 'actual impact'.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 08, 2014 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know the ball, but not that there is any key called PreImpact.
The nuke is a special case which has several hardcoded things done.

However, to create such an animation is no problem at all using some art.ini coding.
e.g. look at the TI nuke. And this is done with the TS engine which has much less modding power than the RA2 engine

it would be just a bit more art.ini code to add a ball as well, but who would want that ugly thing in the first place!? #Tongue

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jan 08, 2014 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I know the ball, but not that there is any key called PreImpact.
The nuke is a special case which has several hardcoded things done.

However, to create such an animation is no problem at all using some art.ini coding.
e.g. look at the TI nuke. And this is done with the TS engine which has much less modding power than the RA2 engine


In vanilla Red Alert 2 the Dig Logic was reworked as another thing for the Nuke to use. Ares allows you to make use of that same animation that occurs before the warhead actually triggers that deals the damage of the warhead.

For an example... you have a Subterranean Missile Launcher, the Weapons WH has something like PreImpactAnim=DIG.

So before the warhead actually does explode it'll play DIG first.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 08, 2014 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. It's like using the Next key in art.ini
So PreImpactAnim is a warhead key provided by Ares. But doesn't this work on V3WH?

btw, no need to quote me, when my post is directly above yours Wink

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Jan 08, 2014 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually it is possible to have a weapon on a spawned missile. kenosis did it and I did too, with some help from him. So in theory it is possible to have rads.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jan 08, 2014 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) Not an problem, you can use the weapon or even deathweapon to provide your radiation.

2) Again not an problem, warhead can define lighting or you may even use an alpha there alternatively. Or use deathweapon/primary again.

3) Well, this one won't work as the death of a missile (unit) is the impact so getting an pre-impact system in there is not an option so clearly as the warhead is only called when it already dies by impact and damage is dealt, intention is good but the coding side is ugly even if AlexB gets on it.

4) Works if you use weapon on primary of the missile.


Please do some testing before you request...

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Jan 08, 2014 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Death weapon on custom missiles works only when it blows up in mid air, not when it hits the target. Tryed and proved!

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Jan 09, 2014 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Use AirburstWeapon?


Do you listen= There is NO airburst weapon, there is no weapon or projectile at all. There is only warheada and damage.

Quote:
warhead can define lighting

Yes a problem, warhead in RA2 can "define" lighting parameters but not trigger them by itself, it needs the "bright=yes" tag on weapon, which the V3 CANNOT use.
RA2 doesn't read this tag on warheads, it's even commented by the original coders "the doesn't do anything but will leave it here anyways"

Quote:
Death weapon on custom missiles works only when it blows up in mid air, not when it hits the target. Tryed and proved!


Yes, this is what I said.

All have already proven all thigs listed on the points personally... the ones I have not proven I have listed on "unconformed", but:

1- No radiation problem
2- Light flash Problem
3- PreImpactAnim Problem
4- Projectile problem


All are confirmed limitations.
Also you can't use ANY weapon OR projectile key, that includes not only Airbust, Cluster, Fragment, Radiation, Abduction, etc. but also, penetratesbunker, and the proyectile path-building collision (w/solidheight, but would have to be reworked anyways since the v3 rocket is a unit and not a proyectile), etc., etc.

Quote:
"I see. It's like using the Next key in art.ini
So PreImpactAnim is a warhead key provided by Ares. But doesn't this work on V3WH? "


It's not like "next anim". In "Next anim" the damage wouldd be done by the first animation, while with PreImpactAnim, first the preimpact ends, then the warhead detonates and shows the actual exposiion anim.

Really there is nothing that can substitute that, since it changes the damage andd all WH triggers.

Really,m if you don't code RA2 and only TS, and specially if you don't use Ares, you should be on this htread saying what "can be done already" with it since you don't even understand how it works (or where it doesn't, on this case). There is no usable weapon on the V3Rocket or it's impact, imagine it like a GenericWarhead superweapon without the special effects. Oh wait you don't have that either  Confused

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jan 09, 2014 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
There is NO airburst weapon, there is no weapon or projectile at all. There is only warheada and damage.

Yeah, there's no weapon. But you can have one. If you have a weapon, you have a projectile, you have a warhead. And the projectile is the key here. If the ROT is more than 1, the weapon doesn't work.
Quote:
Really,m if you don't code RA2 and only TS, and specially if you don't use Ares, you should be on this htread saying what "can be done already" with it since you don't even understand how it works (or where it doesn't, on this case). There is no usable weapon on the V3Rocket or it's impact, imagine it like a GenericWarhead superweapon without the special effects. Oh wait you don't have that either  Confused
Oh wait, who's the one asking for help here? Good job. People will definitely help you even more when you provoke them. Rolling Eyes


Here, let me rub it in your face.



missile fired.png
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missile fired.png



weapon fired by missile (kirov projectile).png
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weapon fired by missile (kirov projectile).png



pre impact anim.png
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pre impact anim.png



radiation.png
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radiation.png



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jan 09, 2014 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Uhh PreImpactAnim kinda actually is like Next. Except in this case Its used to create an animation BEFORE the Warhead Anim takes effect.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jan 09, 2014 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

This topic reminds me how Mr Public Personal Attacker, as 4SG once called him wanted to prove that Nukes doesn't have Projectiles.

PreImpactAnim is an Ares key, LKO, indeed, it's a bit different from Next due to delaying the damage delivery. That can change casual weapons A LOT.

Thank you Krow for telling this information... this is exactly what I need to fix my goddamned radar jammer.

Either way, topic closed to prevent NimoStar going into further mayhem.

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