SW.Warhead= dosent work on Type=LightningStorm

Bug #896119 reported by cranium
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
New
Medium
Unassigned

Bug Description

Type=LightningStorm ignores SW.Warhead= and seeing how LightningStorm already has several new tags for it, can a tag like LightningStorm.Warhead= be applied?

##### STEPS TO REPRODUCE #####
add SW.Warhead to type=LightningStorm, and no matter what warhead type you list it always defaults to IonWH

Revision history for this message
cranium (cranium) wrote :
Revision history for this message
AlexB (alexander-b) wrote :

If the LS deals damage, it is SW.Warhead. The tag defaults to [General]LightningWarhead=, which is set to IonWH in the original rulesmd.ini. I made a quick test and changed SW.Warhead to Mechanical - the LS didn't hurt the tanks. Did you add the warhead to the [Warheads] section?

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YR M0ddEr (yr-m0dder) wrote :

Back when I tested LS clone, never noticed it, and I dont belive this is broken. Like Alex said, is your warhead added to [Warheads]? it its not, it is like it dont exist, so it use default instead.

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cranium (cranium) wrote :

Yes, I always add my warheads to the list, but I never really paid attention to the damage it was dealing, figured it was using IonWH cause it still plays the IonWH anim on the ground, "the blue with sparks" anim.

This the code I'm using

[MeteorStormSpecial2]
UIName=NOSTR:Meteor Storm
Name=Meteor Storm
IsPowered=false
SidebarImage=metricon
RechargeTime=5.5
ShowTimer=yes
Type=LightningStorm
Action=Custom
DisableableFromShell=no
AIDefendAgainst=yes
SW.Damage=10
SW.Warhead=Fire
SW.Deferment=10
SW.ActivationSound=Dummy
Lightning.Duration=160
Lightning.RadarOutage=0
Lightning.RadarOutageAffects=none
Lightning.HitDelay=2
Lightning.ScatterDelay=10
Lightning.ScatterCount=21
Lightning.Separation=120
Lightning.PrintText=no
Lightning.IgnoreLightningRod=yes
Lightning.DebrisMin=18
Lightning.DebrisMax=30
Lightning.BoltExplosion=Dummy
Lightning.Sounds=Dummy
Lightning.Clouds=INVISO
Lightning.Bolts=METLARGE
;Lightning.Debris=
EVA.Ready=none
EVA.Activated=none
EVA.Detected=none
Cursor.Frame=519
Cursor.Count=8
Cursor.Interval=5
SW.CreateRadarEvent=yes
SW.AffectsTarget=land,water,empty,infantry,units,buildings
SW.ShowCameo=yes
SW.Range=10
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Sound=WeatherStrike
SW.ActivationSound=WeatherIntro
SW.AffectsHouse=enemies
SW.AutoFire=yes
SW.AITargeting=Offensive
Light.Enabled=yes
Light.Ambient=500

Revision history for this message
Graion Dilach (graiondilach) wrote :

I don't see the problem with your code, but my plasma rain have set SW.Warhead=PLRAINWH, PLRAINWH have InfDeath 7 and the DTruck deathanim as animlist, and I get them both.

Revision history for this message
cranium (cranium) wrote :

I just added SW.Warhead=NukeB and still same result. Posted pic to show it's still playing ion anim when NukeB uses MiniNuke.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

[IonWH]
AnimList=EXPLOSML

EXPLOSML is not the "the blue with sparks" animation, its just a normal explosion. Check it out in the mix.

The animation you talk about is EXPLOLB, and Lightning.BoltExplosion= handle that.
It seems like your "Dummy" animation is ignored, and it play default instead, the "the blue with sparks" animation. Try set Lightning.BoltExplosion= to "INVISO".

Revision history for this message
cranium (cranium) wrote :

o.k., my mistake on the anim playing, but still using SW.Warhead dosent use all the tags of the WH. Below is what I have on it now. Apart from Versus= it dosent use any of the other tags. No MININUKE anim, no Ripple.Radius, no shake screen, nothing. So I guess my question is, is SW.Warhead only coded to use the Versus=?

[NukeB]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Bullets=yes
AnimList=MININUKE
;Deform=100%
;DeformThreshhold=260
;Sparky=yes
;Bright=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
PenetratesBunker=yes
Ripple.Radius=79

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

"is SW.Warhead only coded to use the Versus=?"
I believe so, its just a copy from original LS sw code.
But there are workarounds. Example, AnimList=MININUKE is not going to work. Instead, you can change the ExpireAnim= to MININUKE on METLARGE.
The shake tags, I dont know about them, try adding them to METLARGE's warhead.
Same with PenetratesBunker=(I am sure this will work), Ripple.Radius is not going to work. Almost no Ares tag work if they are in animations warhead.

Revision history for this message
cranium (cranium) wrote :

yeah, I know about the work arounds, I'm just trying to make sure I understand how SW.Warhead= works. Because according to Graion, when he uses SW.Warhead= his AnimList= works.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Try to track down the problem. Maybie its becuse your Bolt is a meteor? It could be annything....

Revision history for this message
AlexB (alexander-b) wrote :

Ares special effects need a projectile to be fired. The Lightning Storm doesn't fire projectiles; it damages the impact area directly. Thus no special effects yet. I will not implement the effects for the LS, because it would be made obsolete the moment AreaDamage supports them.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

"Ares special effects need a projectile to be fired."
I see no point in that. Will there be a fix in future?

Revision history for this message
AlexB (alexander-b) wrote :

I left the box with my crystal ball in the trunk of my car. If I had only sensed I would need it tonight, I wouldn't need it at all. Thinking about it, for looking at versions beyond 0.2 I'd need a crystall ball with a longer focal length anyway.

Revision history for this message
cranium (cranium) wrote :

Out of curiosity if Ares special effects need a projectile to be fired, how does GenericWarhead pull this off? GenericWarhead dosent use a projectile, yet it uses all it's WH tags.

Revision history for this message
AlexB (alexander-b) wrote :

It recreates the effects manually, but it applies them in a different order.

Revision history for this message
cranium (cranium) wrote :

ahhh, I see. Thanks for the info Alex.

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