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SUBDUAL_VEHICLE, stickybombs and Disabling effects., Does anyone know if it is even possible?
GearsGoAwryMan
post 2 Dec 2017, 23:55
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And i'm back again with another one of my messy ideas gone wrong.

In this case, i was trying to implement a stickybomb to disable the vehicle it's planted on. I was trying to do this by butchering both a burton C4 charge and the microwave tank's emitter, and pastering it with the SUBDUAL_VEHICLE weapon damage type to see if it would work.

CODE

Weapon stickyEMPVehicleDisabler
PrimaryDamage = 24.0
PrimaryDamageRadius = 20.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 20.0
DamageDealtAtSelfPosition = Yes
DamageType = SUBDUAL_VEHICLE
DeathType = NORMAL
WeaponSpeed = 600.0 ; dist/sec (huge value == effectively instant)
FireFX = FX_stickysecretagentempcharge
; LaserName = ECMDisableStream
;LaserBoneName = WEAPONA01
RadiusDamageAffects = ENEMIES NEUTRALS ;SELF
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
; AntiAirborneVehicle = No
; AntiAirborneInfantry = No
FireSound = FrequencyJammerWeaponLoop
FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots
End


CODE
Object stickyRemoteEMPCharge ;Created by secret aggeeeent maaan

;No drawable because it's invisible
; *** ART Parameters ***

; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 75.0 ;Allow the stickybomb to show itself to user?
ShroudClearingRange = 75
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End

; *** AUDIO Parameters ***
UnitSpecificSounds
UnitBombPing = BombTickRemote
StickyBombCreated = ColonelBurtonSetDemoCharge
End

; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PROJECTILE MINE NO_COLLIDE

;Body = ActiveBody ModuleTag_02
; MaxHealth = 1.0
; InitialHealth = 1.0
;End

Body = HighlanderBody ModuleTag_NewBody
MaxHealth = 1.0
InitialHealth = 1.0
End

Behavior = StealthUpdate ModuleTag_03
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 50.0%
InnateStealth = Yes
End

Behavior = StickyBombUpdate ModuleTag_04
;Keeps it attached properly to the intended target should it move.
End


Behavior = FireWeaponUpdate ModuleTag_22
Weapon = stickyEMPVehicleDisabler
ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
End

Behavior = SlowDeathBehavior ModuleTag_05
DestructionDelay = 1
FX = INITIAL NONE
Weapon = FINAL NONE
End

; Behavior = EMPUpdate ModuleTag_02
; DisabledDuration = 30000
; Lifetime = 3000
; StartFadeTime = 300
; StartScale = 0.01
; TargetScaleMin = 3.00
; TargetScaleMax = 4.00
; ; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
; StartColor = R:32 G:64 B:255
; EndColor = R:0 G:0 B:0
; DoesNotAffectMyOwnBuildings = No

; DisableFXParticleSystem = EMPSparks

; End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 8.0
GeometryIsSmall = Yes

End

(as you can see, i also attempted to try to get a similar effect using the EMP code, but that defeats the idea of the stickybomb by immediately detonating it and then removing the object)


Now, the bomb attaches properly, and shows it's particle effect, meaning that the weapon is definitely firing, but apart from that, nothing really happens, even though it equals the ECM tank's disabling subdue damage in DPS.

Does anyone know whether I've simply misinterpreted how the ECM tank works? And if so, how does it work?

This post has been edited by GearsGoAwryMan: 2 Dec 2017, 23:55
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Spec
post 9 Jan 2018, 10:56
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I think is not possible.

This post has been edited by Spec: 9 Jan 2018, 10:58
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GearsGoAwryMan
post 18 Jan 2018, 19:25
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QUOTE (Spec @ 9 Jan 2018, 10:56) *
I think is not possible.

that seems weird since the ECM tank works, can you specify what you think the impossibility is?
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Zeke
post 19 Jan 2018, 3:18
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were you testing it on your own vehicles?


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GearsGoAwryMan
post 19 Jan 2018, 12:52
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QUOTE (Zeke @ 19 Jan 2018, 3:18) *
were you testing it on your own vehicles?


no, mostly on enemy dozers.
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Omeka88
post 21 Jan 2018, 0:02
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I manage to fin a way for make that work..... in a unusal way
add FireOCL at the weapon
if you need it use this stuff

add that :

for the ECM weapon :
CODE
FireOCL             = ShockwaveArtilleryEMP


The OCL :
CODE
; ----------------------------------------------
ObjectCreationList OCL_ShockwaveArtilleryEMP
CreateObject
   ObjectNames = ShockwaveArtilleryEMP
   Disposition = LIKE_EXISTING
End
End


object spawned by the OCL::

CODE
;------------------------------------------------------------------------------
Object ShockwaveArtilleryEMP

  KindOf = NO_COLLIDE

  EditorSorting = SYSTEM
  Draw                = W3DModelDraw ModuleTag_01
    ConditionState    = None
      Model           = EXEMPSphere
      Animation       = EXEMPSphere.EXEMPSphere
    End
  End

  Behavior = EMPUpdate ModuleTag_02
    DisabledDuration    = 10000
    Lifetime            = 500
    StartFadeTime       = 100
    StartScale          = 0.01
    TargetScaleMin      = 2.00
    TargetScaleMax      = 3.00
    StartColor          = R:0 G:255 B:255
    EndColor            = R:0 G:128 B:128
    EffectRadius        = 15
    DisableFXParticleSystem = EMPSparks
    DoesNotAffect       = ALLIES;ENEMIES NEUTRALS
  End

  Geometry            = SPHERE
  GeometryMajorRadius = 10.0
  GeometryIsSmall     = No

End



this is the result



about the targer well.........omfg.gif

This post has been edited by Omeka88: 21 Jan 2018, 0:05


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GearsGoAwryMan
post 21 Jan 2018, 13:43
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QUOTE (Omeka88 @ 21 Jan 2018, 0:02) *
I manage to fin a way for make that work..... in a unusal way
add FireOCL at the weapon
if you need it use this stuff

add that :

for the ECM weapon :
CODE
FireOCL             = ShockwaveArtilleryEMP


The OCL :
CODE
; ----------------------------------------------
ObjectCreationList OCL_ShockwaveArtilleryEMP
CreateObject
   ObjectNames = ShockwaveArtilleryEMP
   Disposition = LIKE_EXISTING
End
End


object spawned by the OCL::

CODE
;------------------------------------------------------------------------------
Object ShockwaveArtilleryEMP

  KindOf = NO_COLLIDE

  EditorSorting = SYSTEM
  Draw                = W3DModelDraw ModuleTag_01
    ConditionState    = None
      Model           = EXEMPSphere
      Animation       = EXEMPSphere.EXEMPSphere
    End
  End

  Behavior = EMPUpdate ModuleTag_02
    DisabledDuration    = 10000
    Lifetime            = 500
    StartFadeTime       = 100
    StartScale          = 0.01
    TargetScaleMin      = 2.00
    TargetScaleMax      = 3.00
    StartColor          = R:0 G:255 B:255
    EndColor            = R:0 G:128 B:128
    EffectRadius        = 15
    DisableFXParticleSystem = EMPSparks
    DoesNotAffect       = ALLIES;ENEMIES NEUTRALS
  End

  Geometry            = SPHERE
  GeometryMajorRadius = 10.0
  GeometryIsSmall     = No

End



this is the result



about the targer well.........omfg.gif


Yeah, the regular EMP does work, but it's got a bit of bugbears. I was mainly trying to use subdual vehicle to make it smoother of kinds, since the regular EMP fires in bursts and is immediate, leaving a lack of inter-activeness.

It's also just weird that it doesn't work since you'd expect it to.
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