05.05.2005, 06:12:18
Here is what I propose for superweapon clones:
Every clone should have an EVAReadySound= tag, EVADetectedSound=, tag and EVAActivatedSound= tag which will be played in the right places. (PD, since this applies to the Psychic Dominator clone too, mabie this is something you should code?). We should make this so that the custom parachute code gets to play an EVA other than "reinforcements ready" too (e.g. if you have an effect that makes it a Parabomb)
For the Genetic Mutator clone, the following tags will be added:
Animation= (replaces the global IonBlast= tag)
Explosion= (replaces the global MutateExplosion= tag)
MutateWarhead= (replaces the global MutateWarhead= tag)
ExplosionWarhead= (replaces the global MutateExplosionWarhead= tag)
InfantryMutate= (replaces the global InfantryMutate= tag)
ActivateSound= (replaces the global GeneticMutatorActivateSound= tag)
PD, with your changes to that infantry death stuff, exactly how do I need to be handling InfantryMutate? Do I need to give the clone a per-clone InfantryMutate value?
For the Psychic Reveal clone, the following tags will be added:
RevealRadius= (replaces the global PsychicRevealRadius= tag)
ActivateSound= (replaces the global PsychicRevealActivateSound= tag)
For the paradrop clone that is already present, the following tags will be added:
ParachuteAnim= (replaces the global Parachute= tag)
ParachuteSound= (replaces the global ChuteSound= tag)
For the Nuke clone, the following tags will be added:
TakeOff= (replaces the global NukeTakeOff= tag)
InfantryNuked= (replaces the global InfantryNuked= tag)
Warhead= (replaces the global NukeWarhead= tag)
Down= (replaces the global NukeDown= tag)
Projectile= (replaces the global NukeProjectile= tag)
BallAnim= (replaces the hard-coded NUKEBALL animation)
Payload= (replaces the hard-coded NukePayload weapon)
Again, PD, what do I do with InfantryNuked, do I need to give the clone a per-clone InfantryNuked= value?
Is there anything else for any of these superweapons that is currently hardcoded or "global" and that should be un-hardcoded and/or made "superweapon specific"?
BTW, I am also adding a number of "do nothing" superweapons (for the trick mentioned before), how many should I add? (They will support Ready and Detected sounds no doubt and mabie if there is a use for it Activated sound)
There is no benifit to creating a clone of the Iron Curtain, Chronosphere or Force Shield
PD is currently working on the Psychic Dominator and has said not to do the Lightning Storm
We are still looking for the code that takes the "photo" for the spyplane
Also, bear in mind that this is subject to change as and when the various related items get implemented into the game
Every clone should have an EVAReadySound= tag, EVADetectedSound=, tag and EVAActivatedSound= tag which will be played in the right places. (PD, since this applies to the Psychic Dominator clone too, mabie this is something you should code?). We should make this so that the custom parachute code gets to play an EVA other than "reinforcements ready" too (e.g. if you have an effect that makes it a Parabomb)
For the Genetic Mutator clone, the following tags will be added:
Animation= (replaces the global IonBlast= tag)
Explosion= (replaces the global MutateExplosion= tag)
MutateWarhead= (replaces the global MutateWarhead= tag)
ExplosionWarhead= (replaces the global MutateExplosionWarhead= tag)
InfantryMutate= (replaces the global InfantryMutate= tag)
ActivateSound= (replaces the global GeneticMutatorActivateSound= tag)
PD, with your changes to that infantry death stuff, exactly how do I need to be handling InfantryMutate? Do I need to give the clone a per-clone InfantryMutate value?
For the Psychic Reveal clone, the following tags will be added:
RevealRadius= (replaces the global PsychicRevealRadius= tag)
ActivateSound= (replaces the global PsychicRevealActivateSound= tag)
For the paradrop clone that is already present, the following tags will be added:
ParachuteAnim= (replaces the global Parachute= tag)
ParachuteSound= (replaces the global ChuteSound= tag)
For the Nuke clone, the following tags will be added:
TakeOff= (replaces the global NukeTakeOff= tag)
InfantryNuked= (replaces the global InfantryNuked= tag)
Warhead= (replaces the global NukeWarhead= tag)
Down= (replaces the global NukeDown= tag)
Projectile= (replaces the global NukeProjectile= tag)
BallAnim= (replaces the hard-coded NUKEBALL animation)
Payload= (replaces the hard-coded NukePayload weapon)
Again, PD, what do I do with InfantryNuked, do I need to give the clone a per-clone InfantryNuked= value?
Is there anything else for any of these superweapons that is currently hardcoded or "global" and that should be un-hardcoded and/or made "superweapon specific"?
BTW, I am also adding a number of "do nothing" superweapons (for the trick mentioned before), how many should I add? (They will support Ready and Detected sounds no doubt and mabie if there is a use for it Activated sound)
There is no benifit to creating a clone of the Iron Curtain, Chronosphere or Force Shield
PD is currently working on the Psychic Dominator and has said not to do the Lightning Storm
We are still looking for the code that takes the "photo" for the spyplane
Also, bear in mind that this is subject to change as and when the various related items get implemented into the game