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EMPulseCannon=yes skips charging too
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Jul 25, 2019 8:31 am    Post subject:  EMPulseCannon=yes skips charging too Reply with quote  Mark this post and the followings unread

Code:
[ATESLA]
Prerequisite=GACNST
SuperWeapon=PrismTowerLink
EMPulseCannon=yes

[PrismTowerLink]
SidebarPCX=ptl.pcx
Name=NOSTR:Prism Tower Link
Type=EMPulse
SW.FireIntoShroud=yes
IsPowered=false
RechargeTime=.05
SW.Deferment=0
SW.InitialReady=yes
SW.VirtualCharge=yes
SW.RangeMaximum=255
EMPulse.Cannons=ATESLA
EMPulse.PulseBall=none
EMPulse.PulseDelay=28
EMPulse.Linked=yes
SW.MaxCount=-19

The Prism Towers do fire but all of them skip charging. In the doc it says
Quote:
If a building with EMPulseCannon=no is put into EMPulse.Cannons, the building will fire its primary weapon at the target directly, but without charging or turret rotation, and without any further range checks.
They don't charge even I put EMPulseCannon=yes. So this is not intended behavior?

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Thu Jul 25, 2019 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I'm not mistaken the charge refers to the pulseball/projectile animation itself, not the building charge anim.

Or is that what you're asking?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Jul 26, 2019 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Embarassed Shouldn't it attack like normal?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Jul 26, 2019 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

It is a TS feature direct port and thus do not support charging animations which TS did not use for EMP cannon, it will simply 'fire the weapon' and do nothing else as AlexB wasn't keen on  making it more diverse, plus hard coded FLH issue.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jul 28, 2019 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39: The sentence you quoted does not make any statement about EMPulseCannon=yes buildings. EMPulseCannon=yes work like in TS. Also, Prism and EMPulseCannon aren't supposed to be used together. The interaction of both features doesn't happen naturally, and thus it would need more code to special case this combination. I don't think what you are trying to do is supported. Sorry I can't be more helpful.

This portion is relevant:
Quote:
There are three firing modes opposed to the one known from Tiberian Sun. Buildings with EMPulseCannon=yes rotate their turret and then create a single bullet using the primary weapon that is thrown at the target. The building does not actually fire and several weapon effects are not respected.

(Granted, Prism Charge is more a building effect than a weapon effect. I'll rework this part.)

ApolloTD wrote:
It is a TS feature direct port and thus do not support charging animations which TS did not use for EMP cannon, it will simply 'fire the weapon' and do nothing else as AlexB wasn't keen on  making it more diverse, plus hard coded FLH issue.

EMP Cannon code is largely unchanged from TS. Ares just uses the old code, with some changes to make stuff like for example animations customizable and to fix a few issues and make it work in YR.

I don't remember whether I wasn't keen to add more features to EMP Cannons, but there are three firing modes instead of TS's one already: EMPulseCannon=yes or =no, and firing at the cannon buildings itself -- and all this for arbitrarily many super weapon types each with custom cannon buildings as well a dozen more settings where TS only allowed one type with one set of buildings and no other settings.

There's always a way to expand features, so the objection that I could have made it more diverse is a common place: It's always true, no matter where I draw the line and for whatever reason.

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