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[Solved]AttachEffect on self while firing enemy?
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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Tue Feb 11, 2020 3:41 pm    Post subject:  [Solved]AttachEffect on self while firing enemy? Reply with quote  Mark this post and the followings unread

all mods that use Ares usually have either units who put effect on enemy while attacking, or effect themselves.  can smb please give me hints on simpliest(shortest code-wise) way to put effect on unit-itself while still making a distant attack on enemy(without effecting it)?
for the moment i found only use of animations to "re-call" another weapon during use of main enemy attacking weapon, but that involves quite a heap of code, so maybe there is some other/simple way?

Last edited by rey on Mon Jan 03, 2022 10:26 am; edited 1 time in total

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Feb 12, 2020 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Animation weapon on the weapon's Anim
Code:
[GUNFIRE]
Damage=1
Weapon=AESpawnerWeapon

Make sure your flh is not too off and the AE-spawner weapon has some CellSpread

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Feb 12, 2020 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

If your unit only has 1 weapon, the easiest (and cleanest IMO) way would be to:

ART
Code:
[UNIT]
PrimaryFireFLH=0,0,0 ; bang on in the middle of the unit so no other unit gets affected
SecondaryFireFLH=70,0,140 ;change this to whatever your unit actually uses, note that if you change this on infantry, sequence may need to be altered


RULES
Code:
[UNIT]
Primary=DummyWeapon
ElitePrimary=DummyWeaponE ;if range increases add elite dummy
Secondary=ProperWeapon
EliteSecondary=ProperWeaponE
ReloadAmount=1
NoAmmoWeapon=1
Reload=60 ; set this to how often you want the buff reapplied
Ammo=1

[DummyWeapon]
Damage=1
ROF=1
Range=6 ;make sure it matches the proper weapon's range
Projectile=DummyProj ;to explode instantly
Speed=100
Warhead=BuffWH
Ammo=1 ;necessary

[ProperWeapon]
Ammo=0 ;just add this to the weapon

[DummyProj]
Image=CLRANIM
Arcing=yes
Vertical=yes ;needed
;DetonationAltitude=0
Ranged=yes

[BuffWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ;change it to only affect the unit's armor, or better yet add a custom armor just for the purpose of this buff to the unit. make it 10% so no damage is parsed
CellSpread=0.25 ;play around with this but doesn't need to be higher than this so it only affects the unit
AffectsEnemies=no
AttachEffect.Duration=60 ;play around with duration to suit
AttachEffect.Animation=INSERT POWER UP ANIM HERE
AttachEffect.TemporalHidesAnim=yes
AttachEffect.FirepowerMultiplier=1.15    ;change this to whatever buff you want, check the manual
AttachEffect.Cumulative=no ;if you want, recommended

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Wed Feb 12, 2020 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

@XxpeddyxX interesting approach, thank you for unexpected idea!

@cxtian39 that's kinda what i was talking about - this way demands at least new weapon, WH, projectile, plus as it's a "spawned weapon" it can't be set to affect only allies/enemies(at least i didn''t find a way to have area effect for only one side).

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kingoni909
Medic


Joined: 14 Dec 2012

PostPosted: Fri Aug 27, 2021 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
If your unit only has 1 weapon, the easiest (and cleanest IMO) way would be to:

ART
Code:
[UNIT]
PrimaryFireFLH=0,0,0 ; bang on in the middle of the unit so no other unit gets affected
SecondaryFireFLH=70,0,140 ;change this to whatever your unit actually uses, note that if you change this on infantry, sequence may need to be altered


RULES
Code:
[UNIT]
Primary=DummyWeapon
ElitePrimary=DummyWeaponE ;if range increases add elite dummy
Secondary=ProperWeapon
EliteSecondary=ProperWeaponE
ReloadAmount=1
NoAmmoWeapon=1
Reload=60 ; set this to how often you want the buff reapplied
Ammo=1

[DummyWeapon]
Damage=1
ROF=1
Range=6 ;make sure it matches the proper weapon's range
Projectile=DummyProj ;to explode instantly
Speed=100
Warhead=BuffWH
Ammo=1 ;necessary

[ProperWeapon]
Ammo=0 ;just add this to the weapon

[DummyProj]
Image=CLRANIM
Arcing=yes
Vertical=yes ;needed
;DetonationAltitude=0
Ranged=yes

[BuffWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ;change it to only affect the unit's armor, or better yet add a custom armor just for the purpose of this buff to the unit. make it 10% so no damage is parsed
CellSpread=0.25 ;play around with this but doesn't need to be higher than this so it only affects the unit
AffectsEnemies=no
AttachEffect.Duration=60 ;play around with duration to suit
AttachEffect.Animation=INSERT POWER UP ANIM HERE
AttachEffect.TemporalHidesAnim=yes
AttachEffect.FirepowerMultiplier=1.15    ;change this to whatever buff you want, check the manual
AttachEffect.Cumulative=no ;if you want, recommended

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kingoni909
Medic


Joined: 14 Dec 2012

PostPosted: Sat Aug 28, 2021 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

[ProperWeapon]
Ammo=0 ;just add this to the weapon
I think ammo = 1, same as DummyWeapon

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Mon Dec 27, 2021 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Long time passed and i settled that case in some other way, but again stumbled with kinda similar problem and now really need hints why my approach doesn't work.

I'm trying to modify unit(infantry) and add buff that it gets for short duration after attacking. For some reason the unit doesn't get the buff, though the code works = when i make Damage= in Art.ini high, plus Warhead has big Cellspread and only this unit in Versus - it does hurt unit and nobody else(but no buff acquired).

Anim-weapon and Warhead:
Code:
[SpBuff]
Damage=1;40
ROF=1
Range=1
Projectile=InvisibleAll
Speed=100
Warhead=SpBuffWH

[SpBuffWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=0
Versus.charger=100%
CellSpread=10
;PercentAtMax=1
AffectsEnemies=no
AffectsAllies=yes
AffectsOwner=yes
AttachEffect.Duration=90
AttachEffect.DiscardOnEntry=yes
AttachEffect.SpeedMultiplier=2
AttachEffect.Animation=SPUP
AttachEffect.PenetratesIronCurtain=yes
AttachEffect.TemporalHidesAnim=yes
PreventScatter=yes


Using Unit's Weapon > AnimList= > modifing existing anim in Art.ini with added Weapon= > BuffWeapon > Warhead - AttachEffect.
Code:
[CHARGE]
Normalized=no
UseNormalLight=yes
ZAdjust=-999
CustomPalette=eurekastorm.pal
YSortAdjust=-999
Report=EurekaChargeSmall
YDrawOffset=-12
Rate=800
;-------
Damage=1  ;50 ;testing
DamageRadius=1000
Weapon=SpBuff
Damage.Delay=1



Using Unit's Weapon > PreImpactAnim= > new anim in Art.ini with Weapon= > BuffWeapon > Warhead - AttachEffect.
Code:
[BUFFSP]
Normalized=no
Surface=yes
Rate=300
Damage=1  ;100 ;testing
DamageRadius=1000
Weapon=SpBuff
UseNormalLight=yes
Translucent=no


Both no luck, damage happens, no buff acquired. I understand only some commands in Art.ini, so totally don't understand if i'm setting it somehow wrong?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 27, 2021 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you add the new anims to the [Animations] list & [SpBuff] to the [WeaponTypes] list?

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Mon Dec 27, 2021 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Did you add the new anims to the [Animations] list & [SpBuff] to the [WeaponTypes] list?
Animation, weapon, warhead - all added.

ADD: Damn! A simple one letter mistake in weapon name declaration in [WeaponTypes] was braking everything!! What an irritating shame.

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