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FS Superweapon IE
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Jun 01, 2014 3:26 pm    Post subject:  FS Superweapon IE Reply with quote  Mark this post and the followings unread

Hey guys, I'm having an IE problem with one of my custom SWs. I know it's an OnFire related IE. It's caused by my Firestorm SW, and I'm not sure what about it is causing this. It's worked fine before without any IE when I had it coded before losing maybe a couple weeks worth of modding.

There are two animations used the second time around with this SW that I've never used, but I'm not sure what's really causing it.

Here's the coding for the SW and everything related and an except.txt

Code:
[CubanFirestormSpecial]
UIName=Name:FSTRMBOMB
Name=Cuban Firestorm
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=LightningStorm
Action=LightningStorm
SidebarImage=FSTRMICON
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=5
LineMultiplier=2
SW.Range=5
SW.Damage=180
SW.Deferment=100
SW.Warhead=FirestormBomb
Lightning.Duration=200
Lightning.HitDelay=30
Lightning.ScatterDelay=10
Lightning.Separation=0.5
Lightning.Bolts=FIREBOOM

[FirestormBomb]
CellSpread=1.5
PercentAtMax=0.5
Verses=120%,115%,110%,100%,80%,75%,12%,40%,12%,100%,100%
InfDeath=4
Wood=yes
Wall=yes
Sparky=yes
AnimList=FIREPULSE1
Particle=FireCloudSys
ProneDamage=50%
CLDisableBlue=true
CLDisableGreen=true

[FireCloudSys]
HoldsWhat=FireCloud1
BehavesLike=Fire
Spawns=yes
SpawnFrames=1
SpawnRadius=5
Slowdown=.0025
ParticleCap=20
LightSize=21

[FireCloud1]
Image=FIRE01
MaxDC=20
MaxEC=500
Damage=20
Warhead=InfernoFire
StartFrame=0
EndStateAI=28
Translucency=0
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
Radius=10
NextParticle=FireCloudD1

[FireCloudD1]
Image=FIRE01
MaxDC=2
MaxEC=50
Damage=3
Warhead=InfernoFire
StartFrame=0
EndStateAI=12
Translucency=0
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

; napalm and fire in general
[InfernoFire]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=120%,115%,100%,160%,135%,95%,15%,20%,5%,200%,100%
InfDeath=4
Sparky=no
Fire=no
ProneDamage=600%

[FIREBOOM]
Normalized=yes
Translucent=yes
Report=TeslaCoilSuper
UseNormalLight=yes
Crater=yes
Scorch=yes

[FIREPULSE1]
Normalized=yes
Layer=ground
Translucent=yes
UseNormalLight=yes
Report=YuriCannonImpact



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  5.29 KB
 Downloaded:  7 Time(s)


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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jun 01, 2014 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shouldn't Action be custom?

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Jun 01, 2014 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I got it figured out. The FirestormBomb warhead has Sparky=yes. There is no warhead in the game that has Sparky=yes. Guess It doesn't work in RA2 and I didn't know it.

I'm confident this will fix it, if not then I'll be back to this topic.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 01, 2014 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread


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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
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Last edited by Lin Kuei Ominae on Sun Jun 01, 2014 9:35 pm; edited 1 time in total

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Jun 01, 2014 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its well known you can't use Sparky without IE unless you have added back the OnFire= key with the 3 flame anim entrys.

Either way, the logic appears quite pointless/not working(?) as its supposed to set buildings in fire.

Also you can't use lightsize when particle system is not spark type besides spark particle lights in heavier use are crash prone.

Having set Fire type in system but Gas in subparticle may also behave strange, hope you have tested it.

EndStateAI should be 29 in first particle and 2nd particle is unnecessary as lack proper anim to fade the flame.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jun 01, 2014 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sparky does work, albeit it's usage case is limited and good luck noticing it.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 01, 2014 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Sparky does work, albeit it's usage case is limited and good luck noticing it.

What does it do, when leaving flames on ground is done by the explosion anims in art.ini with Scorch=yes or Flamer=yes and
with tree and building fire logic being removed?

Does it has another purpose?

_________________
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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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 02, 2014 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Building fire logic works, that's not removed.

It's just that 3 modders out of 5 doesn't read ModEnc to realize OnFire is dummed within RA2/YR rules and that's why that tag crashes.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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