Westwood Idiocy? - Animation warheads

Bug #894944 reported by Nighthawk
14
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
DCoder DCoder

Bug Description

Warheads defined on animation warheads are not read properly. In two warheads I have defined on animations in artmd.ini, the CellSpread is not read, nor are the Verses or any other tags on the warhead. I'm not sure exactly if any tags are read at all. Any chance of this being fixed?

##### ADDITIONAL INFORMATION #####
The tags I have tried that aren't read are:
Bright
CellSpread (and subsequently PercentAtMax)
CLDisableRed
CLDisableGreen
CLDisableBlue
Conventional
EMEffect
ProneDamage
Verses

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Nighthawk (nighthawk) wrote :

Damn it, I said 'animation warheads' rather than 'animation entries'. I knew it was too early in the morning for feature requests :P.

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DCoder DCoder (dcoder1337) wrote :

Just wondering, according to my random factoids planting a valid ExpireAnim on an animation is enough to invoke the warhead properly, is that not the case here?

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pd (pdmail) wrote :

The same mystery of "tags not being used" in certain situations we find with building plugins: there must be a flag somewhere that tells us that this warhead / building is special, and that flag limits the affected objects in a bunch of ways.

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Electro (owlberteinstein-b) wrote :

Update in the name of Nighthawk :)

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DCoder DCoder (dcoder1337) wrote :

Repeating my own question: the source code says [anim]ExpireAnim=foo is enough to force the proper damage with warhead. Does that work or are modifications still needed?

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Nighthawk (nighthawk) wrote :

I've tried it in the past with no success, though I may just have carried it out wrongly.

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DCoder DCoder (dcoder1337) wrote :

I found the actually relevant code and am composing a fix right now. Trivia - if your anim was [INVISO], the game used [CombatDamage]C4Warhead , otherwise [CombatDamage]FlameDamage2. These are still going to be the fallbacks for anims that won't have the Warhead= set.

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Nighthawk (nighthawk) wrote :

I can confirm that this feature works.

Gluk-v48 (gluk-v48)
summary: - Westwood Idiocy? - Animation Entries
+ Westwood Idiocy? - Animation warheads
Revision history for this message
Jimmy Chan (mteechan) wrote :

OMG, I can't believe what I've just found out...
Maybe it's the order of tags that matters.
Here are some of the code I've just tested.

[MechanicalX]
Verses=-50%,-50%,-50%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%
CellSpread=10

1.
Image=HEALALL
ZAdjust=-1000
Rate=150
Normalized=yes
Damage=10000
WarHead=MechanicalX

Warhead doesn't work properly.

2.
Image=HEALALL
ZAdjust=-1000
Rate=150
Damage=10000
WarHead=MechanicalX
Normalized=yes

Warhead doesn't work properly.

3.
Image=HEALALL
Normalized=yes
Rate=150
Damage=10000
Warhead=MechanicalX
ZAdjust=-1000

Warhead works fine.

Waiting someone to confirm my conclusion. It's so bizarre...

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

In cases 1 and 2 Warhead= is misspelled as WarHead=. This should be the reason why only case 3 works. Tag names are case-sensitive, but do not rely on order in the INI. This is at least true for normal sections; lists like BuildingTypes depend on order, ot on tag names.

Revision history for this message
Jimmy Chan (mteechan) wrote :

I'm feeling like I'm an idiot now...Thanks for pointing out that mistake.

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