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Is there a way to make bursts instant?
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Ousagi
Rocket Infantry


Joined: 02 Nov 2022

PostPosted: Sun Jul 13, 2025 7:55 am    Post subject:  Is there a way to make bursts instant?
Subject description: Burst.Delays=0 doesn't work
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I have a building that's suppose to deal with Bombardment Ships. It could deal with everything technically but it was designed to deal with Dreadnoughts and such.
The building was suppose to shoot at one unit with three of it's prism cannons, but it shoots the next target if it already destroyed the current unit it's targeting.
This would mean that the weapon that's strong enough to destroy a Dreadnought could now be split to attacking a different target instantly before a delay.

The one I thought of using is Speed= for the weapon but I think I remembered it had a limit with it's range. Speed= could delay the moment of impact,
but it can only either reach 7-9 cells before detonating. So I am stuck using Inviso=yes, which hits the target instantly.



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Dreadnought Killer.gif



Last edited by Ousagi on Mon Jul 14, 2025 3:28 pm; edited 2 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 14, 2025 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Even aircraft that intend to shoot 5 shots in a strafing run will shoot secondary targets if the first dies if they are set to retaliate. That's just how the game targeting logic works.

If you were firing cannon balls or something you could make a voxel projectile with all 3 shots to fly in parallel, mimicking 3 shots being fired while firing one. Doesn't help you for code generated projectiles like lasers though.

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Ousagi
Rocket Infantry


Joined: 02 Nov 2022

PostPosted: Mon Jul 14, 2025 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had found the solution but it was limited to vehicles and infantries. Phobos had Burst.NoDelay=. Unfortunately this doesn't work with Aircraft and Buildings.
What I was trying to make was to delay the damage being taken from the target. So target should still be alive after taking the three lasers, then the damage happens which kills the target.
I was trying to delay the point of death of the target to circumvent the 1 frame delay of the burst. I understand that the game will change target once the enemy is destroyed.
So I'm trying to delay the damage being taken, and that was with Speed= originally.

I needed to delay the death so it will visually look like the three lasers hit the target first.

I had found an idea which was based on anime. And that is to just play the explosion anim and make the explosion be the one to create the damage.
Would look visually stunning for a powerful defense building compared to the instant kill. Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 15, 2025 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use PreImpactAnim= to add a delay (and an anim) before a weapon does damage.

You can also use a gattling weapon that fires three different weapon in a row but only the third does damage.

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Ousagi
Rocket Infantry


Joined: 02 Nov 2022

PostPosted: Thu Jul 17, 2025 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You can use PreImpactAnim= to add a delay (and an anim) before a weapon does damage.

PreImpactAnim= creates the damage where the bullet impacted, where the animation started.
So if the target moved, the damage from the weapon won't hit the target.

Mig Eater wrote:
You can also use a gattling weapon that fires three different weapon in a row but only the third does damage.

Gattling Weapon is having issues with lasers. I can hear the lasers, but the laser is inconsistent.
The laser either appears or not appear, and depending on which laser appear (Weapon 3 was where I set the damage)
the weapon doesn't damage the target at all.

Tried the orginal gattling weapon for the Gattling Tank, and the gattling weapon seems to work just fine.

I;ve already created the AttachEffect version and that seemed to worked out for me.
The AttachEffect attached the animation and since there is no cumulative it will only attach the anim once.
The animation already holds the damage, so the target won't destroyed immediately, but will also be destroyed before the Prism can reload.
Since the animation is attached, the moment it ends it will damage the target.

Was hoping for the gattling to work but unfortunately when testing it bugs out when it comes to lasers.  Confused

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