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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Meteor Shower can't hit naval targets and shipyards
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Frank123
Medic


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Wed Jan 04, 2017 5:27 am    Post subject:  Meteor Shower can't hit naval targets and shipyards
Subject description: Please help!
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I've just made a meteor shower sw based on a LS, but the animation warhead of METLARGE, METSMALL, METDEBRIS only works with land targets and deal no damage to shipyards and naval units. I've tried putting Conventional=no on the animation warhead but it takes no effect. Any way I can do to fix this?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jan 04, 2017 8:13 am    Post subject: Reply with quote

Known problem, debris/meteor by itself will not apply damage on water and are nulling the damage.

There is no fix you can do with that system.

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Frank123
Medic


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Wed Jan 04, 2017 3:27 pm    Post subject: Reply with quote

Sad to hear that. Thanks for replying!

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Dec 18, 2017 8:49 pm    Post subject: Reply with quote

I've no intention to try this myself, but what would happen if you were to stick the damage on a trailer animation?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 18, 2017 10:05 pm    Post subject: Reply with quote

damage of anims (such as trailer) is always done on ground level. So that could work.
However, the meteor moves over several cells and thus would do on each of the cells damage where a trailer anim is spawned.


my suggestion would be to get the timing right and make the meteor "explode" right above the ground.
Usually meteors have LoopCount=-1, thus they play until they hit something.
If you give them a finite lifetime, they simply vanish when their lifetime is over.
Now you can give them Next= to switch to a second dummy state when they are above ground. Since anims spawned via Next= from an art.ini debris are by default an art.ini debris too, this dummy would fall into water and do null damage too.
But on this one you can be quite sure it is always above the target cell and always with a short lifetime.
So you can give this dummy a TrailerAnim doing the damage.
e.g.
[METLARGE]
LoopCount=5
Rate=300 ;play with this and LoopCount to get the timing right,
Next=METDUMMY ;that this anim is spawned right above the target cell

[METDUMMY]
TrailerAnim=METEXPLO
TrailerSeperation=2 ; this makes sure in the 1 frame lifetime of the dummy, the explosion anim is played only once
Start=0
End=1 ;give this only a 1 frame lifetime

[METEXPLO]
;do whatever damage stuff you wanna do here
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Dec 19, 2017 5:52 pm    Post subject: Reply with quote

Would that work on all height levels though? Is the meteor created further away when aimed at higher elevation? Considering the way it collides with anything in its path, like cliffs, it doesn't seem like it would be.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 19, 2017 10:00 pm    Post subject: Reply with quote

hmm, i would say yes, because it uses the target cell as the point from where it calculates its random start location in mid-air. So with a bit luck it includes the target cells height into this.
Otherwise the random start location in midair wouldn't make meteors hit always the target cell, if this is on different height levels.

It's the same as a debris which is spawned to first fly upwards to then fall down. There the height of the cell wouldn't make a difference as well, as it's always starting from the cell.
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Dec 21, 2017 10:00 pm    Post subject: Reply with quote

Neither does Debris spawn when a meteor falls into water, does it? Because otherwise the solution would be very straightforward.
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