Posted: Wed Oct 12, 2016 6:30 am Post subject:
Creating Artillery Barrage super weapon.
Subject description: Some questions I need to ask.
So I'm trying to create a similar to Artillery Barrage from Generals China General Power by using Type=LightningStorm.
Code:
[ArtillerySpecial]
UIName=Name:NATR
Name=Artillery Barrage
IsPowered=false
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=1
Type=LightningStorm
SidebarImage=NukeTRIcon
Action=LightningStorm
SW.Damage=300
SW.Warhead=TKWH
SW.ActivationSound=none
Lightning.RadarOutage=0
Lightning.Clouds=INVISO
Lightning.BoltExplosion=MINIHBOMB
Lightning.Bolts=INVISO
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=8
LineMultiplier=2
So I've been checking Ares particularly Type=LightningStorm section but there are some that I can't understand(I apologize for that) so here are my questions:
1. On Weather Storm, there's a weather cloud at the center that it will repeatedly hit the center part of the cell range. How can I make it stop or rather I could say will not repeatedly hit the center?
2. How can I remove the "darkening of weather" once activated? To be honest I don't know what I should put on this "[SuperWeapon]►Light.*=" part.
I guess that's all. And if you think there's some sort of mistake on my coding for Artillery Barrage super weapon, feel free to point it out. QUICK_EDIT
And here's another one question that I almost forgot to ask also.
3. Once I activate this super weapon, most likely other Weather Storms will not be able to activate during this because of the Type=LightningStorm. So the question is, how can I fix this that this super weapon can be activated while other Weather Storm is activated? QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Oct 12, 2016 4:27 pm Post subject:
1) Presumably impossible. What you _can_ do is make the actual explosions invisible and damage-less, and give them a debris animation that in turn expires with a (visible and damaging) actual 'explosion'. This will scatter the hits around their original points of impact, making it less obvious that a certain area is being struck consistently throughout the duration of the effect.
3) We know the default status and the Ares manual does not appear to indicate any alteration done to it; I'm afraid that here, too, there is no satisfactory solution, but I concede that there's a greater chance I'll be shown to be wrong by another poster. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
1) Presumably impossible. What you _can_ do is make the actual explosions invisible and damage-less, and give them a debris animation that in turn expires with a (visible and damaging) actual 'explosion'. This will scatter the hits around their original points of impact, making it less obvious that a certain area is being struck consistently throughout the duration of the effect.
Ooooookay. I guess I will try that and I'll just post here if I'm stuck of some problem.
But on Mental Omega, their Lightning Storm is "totally scattered" and it barely hits the center(Which that's what I want to do). Unless they've used the same method as you told me?
And any clues for the Lightning(Ambient and RGB) integers of the Psychic Dominator? I've been trying to search for it but still can't find it. QUICK_EDIT
But on Mental Omega, their Lightning Storm is "totally scattered" and it barely hits the center(Which that's what I want to do). Unless they've used the same method as you told me?
And any clues for the Lightning(Ambient and RGB) integers of the Psychic Dominator? I've been trying to search for it but still can't find it.
For scattering, Lightning.HitDelay set to 0, Lightning.ScatterDelay, Lightning.ScatterCount, and Lightning.Separation set to 1 or more.
For Psychic Dominator lighting, the defaults are:
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Oct 12, 2016 10:12 pm Post subject:
I was under the impression that he somehow found a certain cloud to always be positioned over the target cell, regardless of how scattered the other clouds were? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Oct 13, 2016 12:08 pm Post subject:
This is a modding question, why is this in the Ares forum is beyond me.
In any case, if you want the barrage be activated during an active storm, you'll have to use GenericWarhead to spawn an animation at very high with SW.Animation(Height) and let said animation throw debris. This however prevents you to use lighting.
Also, Mr Clueless, yes, that's why Lightning.HitDelay is required - the Storm indeed spawns clouds directly at the target as well, besides randomly in a range. _________________ "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... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu Oct 13, 2016 1:59 pm Post subject:
So that's what that does. Interesting.
And yes, of course there are a lot of alternate ways to create an artillery barrage via SW types that will not have the problem of being 'locked' during a Lightning Storm. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Last edited by Millennium on Fri Oct 14, 2016 10:42 am; edited 1 time in total QUICK_EDIT
In any case, if you want the barrage be activated during an active storm, you'll have to use GenericWarhead to spawn an animation at very high with SW.Animation(Height) and let said animation throw debris.
It should be noted that debris has issues damaging targets on water / forces water splashes.
[SuperWeapon]►Light.Enabled= (boolean)
Whether the lighting gets respected or not. Currently only the primary super weapons support lighting changes.
[SuperWeapon]►Light.Ambient= (integer)
An integer is a whole number, not a decimal. So in the example MustaphaTR it was 1 which would be pitch black. Normal would be 100. _________________ QUICK_EDIT
@Graion:
Eh. Since I thought this kind of modding definitely requires Ares and can't simply do this on vanilla so I thought this should be on the Ares section. Well, I apologize for that.
Anyway, thanks everyone that I managed to organized my super weapon perfectly. Here's another question, can SW.AITargeting has more than 2? Like SW.AITargeting=Nuke,PsychicDominator. QUICK_EDIT
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