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