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Random Damage/AttachEffects
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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Sun Aug 30, 2020 12:40 am    Post subject:   Reply with quote  Mark this post and the followings unread

You know what would be great ? The posibilty to specify multiple animations (or multiple AttachEffects) either for the weapon, or the warhead, so when the weapon/warhead hits, to have only one of them activated, with the specified probability:

[120mmSpecial]
Damage=10 ; just a little damage

… ; regular weapon tags

Animation1Probability=10%
Animation1=InstaKill ; animation with 290 damage, so 1 in 10 shots would inflict serious damage
Animation2Probability=20%
Animation2=Ricochet ; animation with no damage, so 20% shots would only scratch the target, leaving only the original 10 damage
Animation3Probability=50%
Animation3=NormalDamage ; animation with 100 damage, so half of the shots would inflict the regular ~100 damage
Animation4Probability=5%
Animation4=EMP ; animation with 100 damage and an EMP effect, so there's a 1-in-20 chance to also stop the target for a few seconds
Animation5Probability=5%
Animation5=Fire ; animation with 100 damage and an AttachFire animation, to ignite the target for a few seconds

Getting the weapons to produce variable damage and various effects, with different probabilites, would make the game a lot more realistic.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun Aug 30, 2020 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

That's all already possible via damage/weapon through animations and using EMEffect=yes on the initial warhead, you can control the percentage by adding more/less of the animations you want to trigger.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 30, 2020 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

You can also make variable damage weapons by simply making the weapon slightly inaccurate with a small CellSpread & low PercentAtMax.

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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Mon Aug 31, 2020 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I know you can add some variability in damage with innacuracy.
I was hoping for some control on that variabilty.

XxpeddyxX, maybe I'm wrong, but if I remember correctly, the animation from Warhead's AnimList= are not displayed at random, but based on the damage caused by the weapon, so a certain weapon will always produce the same animation, no matter how many animations are listed.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Aug 31, 2020 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread


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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Mon Aug 31, 2020 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, now I got it. I didn't knew this one.
Thank you Smile

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Sep 01, 2020 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's still not a perfect method though, as animation damage, last time I checked, does not count towards veterancy. And inbefore anyone suggests working around this by using an AnimationWeapon with an AE animation: neither does damage dealt by an AE animation work for this...

edit: rest of message cut and moved back to Ideas & Suggestions thread

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Last edited by Millennium on Wed Sep 02, 2020 11:16 am; edited 1 time in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Sep 02, 2020 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

If you don't care about veterancy then adding a weapon to the animation triggered by EMEffect will be the smoothest method as you will be able to achieve multiple effects in a single warhead/weapon.

Here is an example of a weapon using EMEffect to apply effects:


If veterancy is in mind then having multiple damage type effects will be hard to do but you can still utilise ammo weapons to achieve it, there's quite a few possibilities, e.g.:


FlakScatter is an excellent way to introduce RNG to weapons, I use it on invisible weapons because it's very effective. This weapon below deals no damage but the warhead has EMEffect, the airburstweapon deals damage instead so we don't have to use a secondary weapon, which allows the Tesla Trooper to still power up Coils.

Because there's no cellspread it's a great single target tool. The effect will never be applied to another nearby unit even if the scatter hits it and will only ever affect the direct target, when/if it triggers. You could introduce critical hits for increased damage this way too, which would give veterancy as it's all part of one weapon.

Here's an example of a weapon using FlakScatter to apply effects:


And this is an example using noammoweapon + FlakScatter to apply an AE. I had to do it this way to keep the railgun separate, with full damage and ambientdamage too. It's still effective but had to manipulate the Sequence so the primary weapon doesn't "trigger" a firing animation:


Another method is Miggy's cellspread trick to apply stuns etc on ranged projectiles. You could also use airburstweapon using his method to create even more effects on the same weapon.

Using Airburst as an example:
You want a weapon to cull a specific type of unit but not all, a way to achieve this is to utilise airburstweapon:

Code:


Weapon:
[AKM]
Damage=30
ROF=20
Range=5.5
Projectile=GunInvisibleLowS   ;BulletProj
Speed=100
Warhead=SA
Report=SpetsnazAttack ;BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Ammo=0
Anim=INVIGFIRE

Projectile:
[GunInvisibleLowS]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Splits=yes
AirburstWeapon=AKMCull
Cluster=1

Cull Dummy:
[AKMCull]
Damage=1
ROF=20
Range=5
Projectile=NDummy   ;BulletProj
Speed=100
Warhead=SA4
Report=SpetsnazAttack ;BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Ammo=0

Warheads:

[SA]
Typical SA, damages all infantry types

Special SA, used to cull specific types of infantry:
[SA4]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=1
Versus.banearmor=100%
Versus.sbanearmor=100%
Versus.cyborgplate=100%
Culling=yes
Culling.RookieBelowHealth=25%
Culling.VeteranBelowHealth=23%
Culling.EliteBelowHealth=21%


Soz for the wall of text, but hopefully it was helpful.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Sep 02, 2020 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Topic split as this is becoming more of a tutorial then a request.

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Wed Oct 28, 2020 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

How I couldn't think this until this time ? Fool me ! Random damage ,hah ?
You are great guys. I understand now how the tricks will go on...Anims. with random damage from WHs with EMEffect(Thanks to Ares dll.,of course) ... Hmmm.. That was very good..

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Dec 21, 2020 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
If you don't care about veterancy then adding a weapon to the animation triggered by EMEffect will be the smoothest method as you will be able to achieve multiple effects in a single warhead/weapon.

Here is an example of a weapon using EMEffect to apply effects:


If veterancy is in mind then having multiple damage type effects will be hard to do but you can still utilise ammo weapons to achieve it, there's quite a few possibilities, e.g.:


FlakScatter is an excellent way to introduce RNG to weapons, I use it on invisible weapons because it's very effective. This weapon below deals no damage but the warhead has EMEffect, the airburstweapon deals damage instead so we don't have to use a secondary weapon, which allows the Tesla Trooper to still power up Coils.

Because there's no cellspread it's a great single target tool. The effect will never be applied to another nearby unit even if the scatter hits it and will only ever affect the direct target, when/if it triggers. You could introduce critical hits for increased damage this way too, which would give veterancy as it's all part of one weapon.

Here's an example of a weapon using FlakScatter to apply effects:


And this is an example using noammoweapon + FlakScatter to apply an AE. I had to do it this way to keep the railgun separate, with full damage and ambientdamage too. It's still effective but had to manipulate the Sequence so the primary weapon doesn't "trigger" a firing animation:


Another method is Miggy's cellspread trick to apply stuns etc on ranged projectiles. You could also use airburstweapon using his method to create even more effects on the same weapon.

Using Airburst as an example:
You want a weapon to cull a specific type of unit but not all, a way to achieve this is to utilise airburstweapon:

Code:


Weapon:
[AKM]
Damage=30
ROF=20
Range=5.5
Projectile=GunInvisibleLowS   ;BulletProj
Speed=100
Warhead=SA
Report=SpetsnazAttack ;BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Ammo=0
Anim=INVIGFIRE

Projectile:
[GunInvisibleLowS]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Splits=yes
AirburstWeapon=AKMCull
Cluster=1

Cull Dummy:
[AKMCull]
Damage=1
ROF=20
Range=5
Projectile=NDummy   ;BulletProj
Speed=100
Warhead=SA4
Report=SpetsnazAttack ;BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Ammo=0

Warheads:

[SA]
Typical SA, damages all infantry types

Special SA, used to cull specific types of infantry:
[SA4]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=1
Versus.banearmor=100%
Versus.sbanearmor=100%
Versus.cyborgplate=100%
Culling=yes
Culling.RookieBelowHealth=25%
Culling.VeteranBelowHealth=23%
Culling.EliteBelowHealth=21%


Soz for the wall of text, but hopefully it was helpful.


I would like to know more about this Smile

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