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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Thu Jun 05, 2014 11:13 pm    Post subject:  Requests
Subject description: Patches
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Umm.... fix the IsMagBeam and DiskLaser problem

IsMagBeam= 'Damage' tag is unused because the weapon didnt make a damage

DiskLaser= Warhead AnimList problem

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 06, 2014 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

IsMagBeam uses the damage. I am using a damaging magbeam weapon here as anti-air, never had problems with it.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Jun 06, 2014 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

the vanilla IsMagBeam doesnt make a damage, even both of MagneticBeam and its elite version had Damage=5000

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Jun 06, 2014 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not that IsMagBeam doesn't deal damage, it's IsLocomotor= on a warhead converts damage to effect.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Jun 06, 2014 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

So, if i use Jumpjet locomotor with high damage, then will it make the vehicle higher?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Jun 06, 2014 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
So, if i use Jumpjet locomotor with high damage, then will it make the vehicle higher?


AFAIK, Damage is ignored altogether on weapons with IsLocomotor=yes warhead. Speed, height etc. used are the global defaults declared in JumpjetControls.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jun 06, 2014 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me and Apollo were discussing this, and he informed me that you may also affect how individual units are lifted by the Magnetron by putting relevant Jumpjet tags on them. They won't use the locomotor, but when it is forced to change by the Magnetron it will follow those sets of rules instead.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Jun 06, 2014 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Me and Apollo were discussing this, and he informed me that you may also affect how individual units are lifted by the Magnetron by putting relevant Jumpjet tags on them. They won't use the locomotor, but when it is forced to change by the Magnetron it will follow those sets of rules instead.


I had a hunch that this would be the case as well but I didn't remember for sure and couldn't bother testing it myself. Thanks for clarifying it up.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Jun 07, 2014 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, just asking. the solution is just giving dummy AE/your anim with AE to the LocomotorBeam and give custom damage and warhead to the anim

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Sat Jun 07, 2014 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

While there's a thread about IsMagBeam going, I might as well ask: is it possible to have multiple different magbeam colors?

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Jun 07, 2014 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread


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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Jun 07, 2014 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

If Wave.IsLaser, i tested it. See my question??? IsMagBeam :/

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jun 07, 2014 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look at Magnetron's secondary versus buildings, goddamnit. That DOES damage.

gistop, MagBeam is a wave regarding color.

_________________
"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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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Jun 07, 2014 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know, but for MagneticBeam, not MagneShake

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jun 07, 2014 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, like others already told you... The pulling beam weapon is not true weapon and won't obviously deal its damage, that damage is used for the speed of the pull for some extent, thus the ridiculous high amount.

Just like MindControl/EMP/Chaos will not deal actual damage and damage is used for the effect.

It's not a bug to be fixed (and it won't be fixed!), if insist on pulling units and having them also suffer damage during pull your gonna have to try AE magic or other crafty means.

Else just make it plain normal damaging beam by replacing warhead and damage value/ROF accordingly and stop whining on an issue that is by design the way it is !

Rolling Eyes

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