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Update damage OBELISK with trigger
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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Mon Jun 15, 2015 2:01 am    Post subject:  Update damage OBELISK with trigger Reply with quote  Mark this post and the followings unread

Hello, any know if i can update damage to OBELISK using triggers ?

Thanks

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Jun 15, 2015 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you talking about the damage the Obelisk does or takes?
Trigger wise I don't think that is possible, especially not for it firing.
You could apply damage by a Weapon when a House attacks it.
Event would be: Attacked by... (House)
Action: Apply damage [from weapon] at... (Waypoint)

I do not believe it is possible to change the armor status of structures in-game, by triggers.
IIRC Tiberian Sun does not have those DefenseArmorMult(iplier)?
If it did you could add a dummy House that has a multiplier > 1.0.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 15, 2015 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
IIRC Tiberian Sun does not have those DefenseArmorMult(iplier)?
If it did you could add a dummy House that has a multiplier > 1.0.

TS doesn't has ArmorDefensesMult, but the generic keys to adjust balance
rules.ini wrote:
; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)


@defcom:
a) place on the same cell a clone of the normal obelisk. 2 obelisks on one cell. Then give the clone a stronger weapon. Then use triggers to shut down and turn on the power of the obelisks, so one time you have the normal obelisk powered, the other time the strong obelisk.

b) create a new dummy house like "Neutral2" in the map. give this house Firepower=2.
then use "change house" trigger to switch the obelisk from Neutral house to Neutral2 house and back again.
In theory (untested) the Firepower setting of Neutral2 should make it stronger.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Jun 15, 2015 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

With regards to a):
Unless you can guarantee it will never be destroyed, I highly discourage you to put multiple structures on the same cell. When one gets destroyed the chances of getting an Internal Error will get a lot higher.
There's no guaranteed error as I've noticed myself, but it is bad practise.

And to b):
In Red Alert 2, some of these mulitplier keys are not working when defined in maps, these are ROF= and Firepower=.
You might want to check whether they work for Houses defined in-map. They do (of course) work for Houses in rules.ini.
I don't know whether these settings are overridable in-map for rules.ini Houses, but you can always check.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Jun 15, 2015 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

a) Indeed is well known to often give IE when destroyed building occupies another building foundation. Not recommended at all, LKO I thought you remember this well...

b) Is more recommendable approach to try.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 15, 2015 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
a) Indeed is well known to often give IE when destroyed building occupies another building foundation. Not recommended at all, LKO I thought you remember this well...

there are ways to get around this.
a) give the stronger fake obelisk 0x0 foundation and trigger to destroy it when main visible obelisk is destroyed
b) don't give them debris explosions
c) use trigger to destroy both at the same time

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Jun 15, 2015 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

In my experience 0x0 is immune to combat but granted I haven't tried map trigger demolition on it...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 15, 2015 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

0x0 can be destroyed by trigger and also by sonic/disruptor beams.
Funny when in vanilla TS the invisible light posts explode during a heavy disruptor battle and suddenly the map color changes.

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