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Sonic Emitter?
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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Wed Apr 09, 2014 3:33 am    Post subject:  Sonic Emitter?
Subject description: Creating an effect similar to the one in C&C 3.
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I'm trying to create an workaround or similar effect to the sonic emitter in C&C 3 on Tiberian Sun. The problem is I'm a novice when it comes to coding the INI files. Can someone post the coding for the effect?

Mabye something like an animation projectile with a unique smoke trail.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

For those who never played that C&C, how does the sonic emitter work?
Is the sonic beam logic in TS (from the disruptor) not enough?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Apr 09, 2014 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

The Sonic Emitter pretty much shoots a large projectile which moves a certain distance to a specific direction, going through all enemy objects and damaging them all for the same, large predefined amount.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

In that case, it's impossible to create.
No overshooting possible in TS.
No ambient damage working on normal projectiles, so it can't damage things along its path.

The only thing that could be done, a simple straight/horizontal flying ROT=1 projectile that leaves some damaging debris via the trailer anim. (comparable to weapon test 3)

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Chordeiles
Vehicle Drone


Joined: 05 Aug 2009

PostPosted: Wed Apr 09, 2014 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Frankly speaking, it kinda looks like Weapons Test 7 and 8 from that same Weapons Test thread. I think you can figure something like that out. Wink

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Apr 09, 2014 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

that sonic weap was my favorite defense weap
but like most things in C+C3, it made no sense

GDI was always on "being cheap", TD-TS they used mainly rockets
now suddenly this high tech high power consuming, more sluggish weapon

but granted effect of the traveling "energy" projectile was pretty

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
GDI was always on "using conventional weapons"

fixed Wink Mechs and Orcas aren't really a cheap thing.
Only a few special projects used fancy high tech weapons. (disruptor)

GDI was also more a mobile side and not relying that much on strong base defense. A mammoth on guard mode is already their best base defense.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Apr 09, 2014 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO it's nice that GDI actually got some advanced technology in C&C3. Otherwise they pretty much had a technological recession and abandoned mechs entirely, although they did make weapons like railguns more common.
Quote:
GDI was also more a mobile side and not relying that much on strong base defense.

I always found the RPG turret more cost effective than the Obelisk. Then again, TS is extremely imbalanced.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

The RPG didn't had much armor though and was very easy killed. I still like the AGT of TD, fitting, useful, yet not too strong, but also not too weak.

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Wed Apr 09, 2014 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know it's going to be nigh impossible to create the EXACT same effect. Even if I had just a projectile with a unique type of smoke trail that looks like the sonic effect and does normal damage is fine with me. I actually find the ambient damage to be annoying sometimes since itle damage anything reguardless.

And another thing. I wanted to make my ion cannon more destructive by giving it a damage radius effect, but I don't know how since I'm a novice at coding. Is there a coding that will show me how to do this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

ion cannon damage area works only via particlesystem on the warhead (like in TI) or by giving the ring animation some additional art.ini debris.

Tutorial: Animations and art.ini debris

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Wed Apr 09, 2014 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would I be able to do this with the vanilla TS?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. There is no exe hacking done or necessary.

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Wed Apr 09, 2014 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Yes. There is no exe hacking done or necessary.


Thanks!

BTW, I've seen you posted a tutorial, but it doesn't really show me how to do it. Would you be able to show more or is there a tutorial specifically for this effect?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

no spoon feeding here sorry Wink
The tutorial shows you how to work with art.ini debris, so just create enough of them to cover a big area.
If everything fails you could also take a look at the TI rules.ini/art.ini

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Apr 09, 2014 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

heres a stupid question, mind you I haven't touched TS modding in 1.5 years now

but can instant hit projectile have anim trailer slowed down ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 09, 2014 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
but can instant hit projectile have anim trailer slowed down ?

you want the weapon to hit the target instantly, while still having a slow moving invisible projectile with a trailer that hits it later?
You can use FiringSyncFrame on SHP units to fire Primary and Secondary at the same time, so yes, it can be done.

Or you use a railgun weapon and instead of an Invisible projectile an ordinary missile. Railgun is instant hit with ambient damage and the projectile is fired at the same time but moving slow.

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