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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 12-21-2004, 01:51 AM   #1 (permalink)
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Default EMP Effect Resurrection

Hello I’m currently working on resurrecting the EMP effect. Now before you guys start calling me a silly newbie who doesn’t know that EMP’s hardcode has been removed from the RA2/YR engine and throwing insults at me here are my theories on reproducing the EMP effect.

*Temporal= warhead tag should produce a satisfying effect for immobilizing the enemy

*An animation, like those in building and even animations such as the fantastic nuclear explosion seen in the detonation of the soviet’s nuclear missile, can have warheads attached to them.

*The EMP residual sparks can be reproduced using particles which can have warheads attached to them, examples are the virus gas, and tiberium gas from TS.

In essence have a unit deploy as a building, give it an active animation that fires once, give the animation the appropriate warhead with the temporal tag, add a particle system to that warhead, give the particles a similar warhead with the same temporal tag, and then the MaxEC= should dictate how long the units are immobilized.

Now I have tested my code to reproduce the EMP effects but nothing happened, the unit deployed and then the building had no image, and thus no active animation. If anyone could test this code out themselves and or offer an advice on this it would be gladly welcomed.

Here is my code:
Code:
Unit

(rules.ini)
[GGEMP] 
UIName=Name:GGEMP
Name=Mobile Emp
Category=AFV
DeploysInto=GGEMPD
Primary=none
Secondary=none
Strength=300
Armor=light
Turret=no
TechLevel=1
Sight=5
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=40
ROT=5
Crusher=no
SelfHealing=no
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=CivAllSelect
VoiceMove=
VoiceAttack=CivAllAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
MaxDebris=2
DebrisTypes=TIRE
DebrisMaximums=4
Size=6
Insignificant=yes
Trainable=no

(art.ini)
[GGEMP]
Voxel=yes
Remapable=yes
Cameo=GTNKICON
AltCameo=GTNKUICO


Building

(rules.ini)
[GGEMPD]
Name=Mobile EMP
UIName=Name:GGEMPD
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
Points=5
Armor=light
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
IsBase=no
BaseNormal=no
ClickRepairable=no
CanBeOccupied=no

(art.ini)

[GGEMPD]
Normalized=yes
Remapable=yes
Cameo=POWRICON
Foundation=1x1
Height=2
ActiveAnim=EMPULSE
CanBeHidden=true


Active Animation

(art.ini)
[EMPULSE]
Image=RING1
Translucent=no
Rate=500
TranslucencyDetailLevel=1
Flat=true
Warhead=EMPWH
Dammage=1


Warhead

(rules.ini)
[EMPWH]
CellSpread=5
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
Temporal=yes
Particle=EMPsys

[EMP2WH]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
Temporal=yes


Particle System

(rules.ini)
[EMPsys]
HoldsWhat=EMPSpark
BehavesLike=Spark


Particle

(rules.ini)
[EMPSpark]
Image=MINDANIM
BehavesLike=Spark
MaxEC=1500
Damage=1
Warhead=EMP2WH
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Old 12-21-2004, 05:41 AM   #2 (permalink)
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This whole code feels too short...I don't know what exactly is missing, but I'm telling you, stuff is missing.

Oh, and on [EMPULSE]/art.ini - it's "Damage", with one "m"
Have you put your anims into the Animations list yet?
Have you added your building's SHPs into a correctly named, working .mix?

And I don't quite get what you're trying to do yet...I did understand your basic idea with the particles and temporal and everything, but I don't get what a deployed building has got to do with that? Wouldn't a building that fired a big weird energy ball in a nice, big arch be more logical and true to the original? (With the warhead-anim spawning the particle etc.)
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Old 12-21-2004, 09:02 AM   #3 (permalink)
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And I don't quite get what you're trying to do yet...

... adding to this observation that one should test new things in the simplest and least complicated a setting as possible.

C
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Old 12-21-2004, 05:08 PM   #4 (permalink)
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I tried everything and got nothing to work. I actullay did it the right way and made a inviso-building with animation that destroys the building, then giving it a deathweapon with a CellSpread=5 warhead that creates a particle system when it hits something and then the particle system hangs around firing a weapon with ROF=5 and Warhead=EmpWH AnimList=RING1 then made [EmpWH] and gave it Temporal=yes. I played my game deployed it next to my tanks they got hurt and the particle system was spawned and i kept seeing RING1 every 5 frames but they didnt chrono-freeze. I think its impossible.

Edit: *Points at sig*
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Old 12-22-2004, 04:41 AM   #5 (permalink)
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An area-effect Temporal=yes warhead will cause an Internal Error.

Therefore, I doubt that a Temporal=yes warhead can be used by anything other than an 'alive' object (infantry/vehicle/aircraft/building).
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Old 12-22-2004, 02:00 PM   #6 (permalink)
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A temporal warhead also makes the affected unit invincible.
I know Deezire had an EMP tank in his mod. You could look at the code to see how he did it.
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Old 12-22-2004, 04:11 PM   #7 (permalink)
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no but what he wanted was a unit that explodes and all the units in the area get stunned. But for some reason a unit has to be targeting the tank for it to be stunned, so particles wont stun.
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Old 12-23-2004, 06:03 AM   #8 (permalink)
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the damage isn't being constantly applied, the chrono legionnaire, contiually fires just one beam.
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Old 12-23-2004, 02:26 PM   #9 (permalink)
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still, i think it HAS to be a unit that fires it. Damnit!! i'll have to look for a way around this problem
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Old 12-23-2004, 10:00 PM   #10 (permalink)
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Oh yeah i got it to work. I fire it then i tell it to move and attack the ground and the enemy is still stunned. I'll still need to do some more testing. If everything turns out ok I'll post the code Christmas day! Now that will be a good present.
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