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Dominator Clone for Meteor shower
#1
Hello people, my English is not very good, therefore I use a translator. I have a problem. I want to make an animation in the DominatorClone with spawns=XXX entry to make an Meteor shower. But it dont spawn.
My question: Why?



Thanks
Code:
[MeteorstormSpecialNEW]
UIName=Name:NewPsychicDominator
Name=Psychic Dominator Clone
IsPowered=true
RechargeTime=1
Type=NewDominator;NewDominator is the type for Psychic Dominator clones
Action=PsychicDominator;check out the Adding Custom Mouse Pointers page to find out more about this
SidebarImage=NEWDOMICON
ShowTimer=no
DisableableFromShell=yes
Range=1.4
LineMultiplier=3
AIDefendAgainst=yes
;New Tags
DomWarhead=DominatorWH;the warhead the PsyDom clone uses for damage
DomFirstAnim=MTDUMMY1;PDFXCLD the first animation to be played
DomSecondAnim=MTDUMMY5;the second animation to be played
DomFireAtPercentage=20;when the first anim is at this percentage, the second will be played and damage be caused
DomCaptureRange=1;the capture range
DomDamage=1000;damage caused
DomActivateSound=PsychicDominatorActivate;this sound will be played after activating the SW (not EVA!)
DomAmbient=120;intensity of lighting (not sure)
DomRed=85;amount of red
DomGreen=20;amount of green
DomBlue=30;amount of blue
DomGround=0;no idea
DomLevel=0;again, no clue what this does
DomAmbientChangeRate=1;???
;1.06 Tags
DomLight=yes;turns the special lighting on or off
DomCapture=yes;this determines whether it captures units at all

Art:

[MTDUMMY1]
Image=DUMMY
Elasticity=0.0
MaxXYVel=40.0
MinZVel=18.0
Damage=1
DamageRadius=300
Warhead=IonWH
Spawns=MTDUMMY2
SpawnCount=4
LoopStart=0
LoopEnd=5
LoopCount=-1
RandomRate=220,500

[MTDUMMY5]
Image=DUMMY
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
Damage=1
DamageRadius=100
Warhead=TankOGas
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
RandomRate=220,500
Bouncer=yes
Spawns=MTDUMMY6
SpawnCount=5

This give a IE

Code:
[MeteorstormSpecialNEW]
UIName=Name:NewPsychicDominator
Name=Psychic Dominator Clone
IsPowered=true
RechargeTime=1
Type=NewDominator;NewDominator is the type for Psychic Dominator clones
Action=PsychicDominator;check out the Adding Custom Mouse Pointers page to find out more about this
SidebarImage=NEWDOMICON
ShowTimer=no
DisableableFromShell=yes
Range=1.4
LineMultiplier=3
AIDefendAgainst=yes
;New Tags
DomWarhead=DominatorWH;the warhead the PsyDom clone uses for damage
DomFirstAnim=PDFXCLD the first animation to be played
DomSecondAnim=PDFXLOC;the second animation to be played
DomFireAtPercentage=20;when the first anim is at this percentage, the second will be played and damage be caused
DomCaptureRange=1;the capture range
DomDamage=1000;damage caused
DomActivateSound=PsychicDominatorActivate;this sound will be played after activating the SW (not EVA!)
DomAmbient=120;intensity of lighting (not sure)
DomRed=85;amount of red
DomGreen=20;amount of green
DomBlue=30;amount of blue
DomGround=0;no idea
DomLevel=0;again, no clue what this does
DomAmbientChangeRate=1;???
;1.06 Tags
DomLight=yes;turns the special lighting on or off
DomCapture=yes;this determines whether it captures units at all

Art:

[PDFXCLD];gs Dominator giant head
Rate=300
Spawns=MTDUMMY1
SpawnCount=2

[PDFXLOC];gs Dominator ring on ground
Rate=300
Spawns=MTDUMMY5
SpawnCount=2

And this dont work

Help me pls
Reply
#2
1) For questions about the patch, use the Support Forum

2)
Quote:Action=PsychicDominator
The Psychic Dominator Action is already used, that means you get the standard Psychic Dominator once you launch your SW.
Create a new Action (check out "How to create custom mouse pointers" in the help file).
[Image: jsfml.png]
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#3
no the action is no problem, i have disabled the orginal dominator, so can i use the action
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#4
I have done it using dominator clones Big Grin


[Image: scrn00024hy.jpg]
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#5
that was me btw...weird i though i was loged in....
[Image: untitled10bu1.jpg]
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#6
is that meteor going thru the barracks` 'arm'?
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#7
Guest;date=Sep 3 2005, 05:53 AM Wrote:no the action is no problem, i have disabled the orginal dominator, so can i use the action
[right][snapback]1564[/snapback][/right]

You can just make a new action. :blink:
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#8
Guest;date=Sep 11 2005, 11:40 PM Wrote:I have done it using dominator clones Big Grin
[Image: scrn00024hy.jpg]
[right][snapback]1598[/snapback][/right]
sounds like something i might want to use.
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#9
Lets have your code then "Guest"
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#10
and what is the code for a so perfect sw ???
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#11
Figure it out....
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#12
I always thought forums are to discuss, but too for help :blink:
The Ultimate War is begun!
B1E site
The Ultimate War
Both sites are Dutch

The Ultimate War is a mod where (nearly) every soldier and tank will be as a brutal one, and there's now an Eiffel Tesla Coil, and each side have 2 special soldiers or tanks, and 1 or more veteran things, so...prepare for the heaviest battle Tongue
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#13
Thats a cool SW, would you share the ruleentries with us?

Tomo
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#14
Although I don't know the specifics of how the one in the images was implemented, I'd suggest using an invisible animation that spawns the metlarge animation and has an appropriate SpawnCount= entry to create more than one meteor. The default metlarge animation itself has the tags you need on it, just don't forget to add it to the animations list. BTW, turn down the default damage on the meteor animations.
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#15
That is how most people do it. But dont all of the meteors hit the same spot? How about a fire sw, that is a shrapnel weapon which spawns one meteor for every warhead animation. The shrapnels will mean the meteors will spread out as long as the warhead of every shrapnel has a spawn count of 1. The give the airburst weapon Burst=5 for a count of 5 meteors. (or whatever number you want)
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