I dont know, I think it will work. Try it, and report again. If it works, then this is not needed to fix.
Also, dont forget to add the warheads to [Warheads]! Very important!!!
to my knowledge, WH used on animations only use the Damage part of the WH and ignores all other tags. This would be a good request for adding in the ability to read all WH tags on animations that use warheads though. It would actually open the door to a whole new breed of weapons:)
Manual:
"Animations may have appeared to deal damage randomly rather than based on the warhead specified. In fact, animations were hard-coded to deal damage using the warhead specified by [CombatDamage]►FlameDamage2, unless the animation ID was [INVISO], in which case the warhead used was [CombatDamage]►C4Warhead. With Ares, the [Animation]►Warhead= flag will be adhered to, with the aforementioned warheads used as the default if [Animation]►Warhead is not specified."
Ripple effect should work in Krozalids case. It seems like he forgot to add the warhead to [Warheads].
I can confirm that this is a bug.
emp, ironcurtain and ripple(probably more) is ignored if they are applied to a animations(listed in art) warhead.
Particles didnt work either.
Going little deeper:
The only Ares tags that works on animation warhead is Versus.X=0% and InfDeathAnim.
Most vanillia tags are working, such as cellspread, infdeath, verses, wall etc.
AffectAllies didnt work.
The current revisions do not support several features on animations. Only warheads are supported. This will not be changed for 0.2 and there is no target version yet.
try to do a work-around. example make a animation that spawn a invisible paricle. This particle(coded in rules) have a warhead which spawn ripple effect. forums. revora. net/topic/ 43119-emp- patriot- like-the- one-in- zero-hour/
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