Posted: Sun Oct 07, 2018 3:25 pm Post subject:
Radiation insane damage on animation.
So here's the thing, I successfully make Apocalypse Tank fire a weapon with large radiation without touching the CellSpread of Apocalypse's weapon's warhead by giving APOCEXP animation a weapon. However, the radiation damage is insanely high which it can destroy heavy tanks in less than 2 seconds and kill infantry instantly. Not only the insane damage but also the radiation really takes a while to disappear although the RadLevel isn't that high.
no clue how a weapon on an anim works, but i would assume the weapon is fired every single frame of the anim, thus multiplying the damage.
It would be the same as an anim using Damage alone, where the damage is dealt every frame as well. _________________ SHP Artist of Twisted Insurrection: Nod buildings
no clue how a weapon on an anim works, but i would assume the weapon is fired every single frame of the anim, thus multiplying the damage.
It would be the same as an anim using Damage alone, where the damage is dealt every frame as well.
No. IT IS the radiation that causes insane damage. Not the animation. QUICK_EDIT
make sure the weapon is fired only once.
pretty easy, just add a dummy anim
[DUMMYANIM]
Start=0
End=1 ;one frame only
;add here your weapon
Next=APOCEXP _________________ SHP Artist of Twisted Insurrection: Nod buildings
make sure the weapon is fired only once.
pretty easy, just add a dummy anim
[DUMMYANIM]
Start=0
End=1 ;one frame only
;add here your weapon
Next=APOCEXP
Sorry but I'm talking about Apocalypse Tank and that means I'm dealing with a weapon that fires twice. Although your code is one of the ways to make this crap idea that I'm doing possible, however, the another issue is the uncontrollable damage that the animation deals. Yes I did try your code but the damage is something that I can't control(It destroys buildings insanely but crap damage against units and adjusting the warhead is hard to control even with giving CellSpread.MaxAffect for unknown reasons).
Maybe I'll just scrap this idea, once again, since it seems it's not ideally/reasonably possible for now. QUICK_EDIT
Have you tried dividing the damage by the animation?
Intended rad level / amount of frames in animation = new RadLevel
So to get RadLevel=~100 on a 15 frame animation (I can't look at APOCEXP at the moment), you'd use RadLevel=7 instead of the RadLevel=1500 you're getting without dividing.
EDIT: long animations even make a cool little increasing radiation field. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Have you tried dividing the damage by the animation?
Intended rad level / amount of frames in animation = new RadLevel
So to get RadLevel=~100 on a 15 frame animation (I can't look at APOCEXP at the moment), you'd use RadLevel=7 instead of the RadLevel=1500 you're getting without dividing.
EDIT: long animations even make a cool little increasing radiation field.
Nope and I never thought it works that way. Thanks for pointing that one out now I get it why it causes extreme damage. I used RadLevel=300 originally.
cxtian39 wrote:
Why not use Damage.Delay
To be honest, I don't understand how Damage.Delay works.
I did but I did a different approach on the Apoc's weapon itself. I apologize about that.
Apparently, this method actually works, thanks. But I don't know why the radiation damage isn't insane on this method(This is more roundabout in my opinion) when it's not that different on my first method. QUICK_EDIT
I've experienced this also with a nuclear reactor death payload weapon, the damage is minimal on initial impact and the radiation level is relatively low.
When this 'bug' happens, the rad field on destroyed power plants will last over a minute (real time) at Faster speed and kill infantry instantly.. no idea what causes this though..
Edit: nvm I don't think i paid attention to the OP oops _________________
ayylmao on Discord QUICK_EDIT
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