IsMeteor=yes

Bug #896087 reported by cranium
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
DCoder DCoder

Bug Description

I think IsMeteor= got broke somehow. I made a super weapon back when ares wasnt even out yet. "It works fine with YR 1.001", and I just got around to putting the codes into my mod. It's a MeteorStorm SW using Multimissile w/ an AirburstWeapon using AnimList=METLARGE on the WH. The Meteor shower dosent play using Ares but does in 1.001. So I was wondering if you guys were aware of this and can it be fixed?

Revision history for this message
Renegade (renegade) wrote :

Could you please provide code which works on YR 1.001 and doesn't work/works differently under Ares?

Otherwise, we'll have no way of confirming this.

Revision history for this message
cranium (cranium) wrote :

I was gonna append the codes last night until my internet went whacko on me. Attached above. The only difference with this one and the actual code from 1.001 is the extra SW. tags on SW code. other than that everything is the same.

No art code is needed as its only using the already artmd provided [METLARGE] code.

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

Why do you use Nuke clone sw to create meteor shower? Lightningstorm clone sw is the way to do it. Try with lstorm clone.

This is my code for meteor shower in NPatch:

[MeteorStormSpecial]
UIName=Name:Meteors
Name=Meteor Storm
RechargeTime=20
SidebarImage=METRICON
ShowTimer=yes
DisableableFromShell=yes
Type=LightningStorm
Action=MetAction
IsPowered=true
AIDefendAgainst=yes
LStormPrintText=yes
LStormText=TXT_LIGHTNING_STORM
LStormText2=TXT_LIGHTNING_STORM_APPROACHING
LStormDeferment=100
LStormDamage=0;Important
LStormStormDuration=400;Control the sw properties with this tag
Warhead=DummyWH;Some dummy
LStormHitDelay=20;Control the sw properties with this tag
LStormScatterDelay=5;Control the sw properties with this tag
LStormCellSpread=6;Control the sw properties with this tag
LStormSeparation=2;Control the sw properties with this tag
LStormSound=Dummy;Some dummy
LStormStrikeSounds=Dummy;Some dummy
LStormClouds=DUMMYANIM;Some dummy
LStormBolts=METLARGE,METSMALL;Your meteors
LStormBoltExplosion=DUMMYANIM;Some dummy

Since NPatch and Ares lightningstorm clone sw have the same tags(not name, effect!) and properties, meteor shower in Ares should look the same as meteor shower in Npatch, e.g like this:

http://www.youtube.com/watch?v=iHzQCqYmaXA&hd=1

Revision history for this message
FS-21 (jagarni1983) wrote :

And this is the one with the super weapons branch:

[MeteorStormSpecial]
UIName=NOSTR:Meteor Storm (Test SW)
Name=Meteor Storm (Test SW)
IsPowered=false
SidebarImage=
RechargeTime=0.10
ShowTimer=no
Type=LightningStorm
Action=Custom
IsPowered=true
DisableableFromShell=no
AIDefendAgainst=yes

SW.Damage=0
SW.Warhead=DummyWH
SW.Deferment=100
SW.Range=9
SW.ActivationSound=Dummy
Lightning.Duration=60
Lightning.RadarOutage=0
Lightning.RadarOutageAffects=none
Lightning.HitDelay=25
Lightning.ScatterDelay=10
Lightning.ScatterCount=1
Lightning.Separation=2
Lightning.PrintText=no
Lightning.IgnoreLightningRod=yes
Lightning.DebrisMin=2
Lightning.DebrisMax=4
Lightning.BoltExplosion=Dummy
Lightning.Sounds=Dummy
Lightning.Clouds=INVISO
Lightning.Bolts=METLARGE
Lightning.Debris=Dummy
EVA.Ready=none
EVA.Activated=none
EVA.Detected=none
; Kane's Chemical Bomb Cursor
Cursor.Frame=527
Cursor.Count=10
Cursor.Interval=5
Cursor.MiniFrame=516
Cursor.MiniCount=1
Cursor.HotSpot=Center,Middle
; "Not possible" cursor
NoCursor.Frame=693
NoCursor.Count=1
NoCursor.Interval=5
NoCursor.MiniFrame=52
NoCursor.MiniCount=-1
NoCursor.HotSpot=Center,Middle

; Artmd.ini
; Larger meteor
[METLARGE]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TSTWLT070
Damage=5000000
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI
SpawnCount=5
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=1
TrailerAnim=METLTRAL
TrailerSeperation=1
Report=METEOR11

; Small meteor
[METSMALL]
Elasticity=0.0
MinZVel=-50.0
MaxXYVel=100.0
ExpireAnim=TSTWLT100
Damage=5000000
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
IsTiberium=true
Spawns=METDEBRI
SpawnCount=7
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=1
TrailerAnim=METSTRAL
TrailerSeperation=1
Report=METEOR22

Revision history for this message
cranium (cranium) wrote :

I know it works with LightningStorm but I prefer to use my Airburst method, so there's still an issue. My way works with normal YR but not with ares. I took my vaniila YR and added only the ares files to it. No altered mix files or ini's were used except for the new weapon tags I added for MeteorStorm. Ran the game it didnt work correctly. I removed ares and it worked fine. with ares it palys all the explosion and expire anims and such, just dosent show the meteors falling from the sky, without Ares it shows the meteors. So I'm guessing the problem may be with either IsMeteor=yes or Type=Multimissile

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

FS-21 that SW work fine for you? Does it work like it does in my video?

Revision history for this message
cranium (cranium) wrote :

I dont even know how he got that working, because Lightning.Bolts=METLARGE crashes the game instantly. Atleast for me it does.

What revision did you use for that to work FS-21? I used 1.975 and it didnt work.

Revision history for this message
FS-21 (jagarni1983) wrote :

Changing Lightning.Duration=400 to Lightning.Duration=60 & modify other 2 tags as you can see I reduced dramatically the number of meteors to only 8 meteors like in some TS maps (using your values it had as much as in your video).

http://www.youtube.com/watch?v=GR4nV0SlxHA

The only thing that I don't like is that my meteors don't have the typical TrailerAnim like in your video (I have them enabled) so I'll investigate that this weekend.

EDIT: You talked about METLARGE crashes so I updated the code to reflect the same code of the video that I uploaded but I think that is like the original code. I haven't saw any diference except the decrease of some values to balance it :-/
EDIT2: Yes, the last SW brach version: Ares 0.1.975
Note: If you use animations that don't exist the SW will crash always (I think that the crash I'm talking happened in "Lightning.Bolts")...

Revision history for this message
cranium (cranium) wrote :

This is what I'm referring too. This was made with vanilla YR, now remove the stuff falling from the sky and thats how Ares shows it.

http://www.youtube.com/watch?v=llH3FyZxQIM&feature=player_detailpage

@FS-21 Still couldnt get your way to work. Used your codes and crashes still. made my dummy WH and the whole nine yards. But I dont want that anyway.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

You say it crashes... yet I see no crash dumps.

Revision history for this message
cranium (cranium) wrote :

Well the reason I didnt post any crash dumps is because my process "using MultiMissile" didnt crash the game, it was FS-21's way "using LS" that crashed the game. My problem was that in YR 1.001 it displayed the meteors and trailers properly falling from the sky and in Ares using same code it dosent.

Revision history for this message
Rogan (pdrogan) wrote :

Out of curiosity, how did you manage to get the" bolts" falling from the sky, FS-21? I only thought bolt animations were... static.

Cranium: Did you check to see if all the animation files needed is in the RA2 directory and in the animations list in the rules file?

Revision history for this message
FS-21 (jagarni1983) wrote :

Drogan, I didn't make anything special. I used the existing artmd code about meteors (IsMeteor=true in METLARGE, METSMALL entries...).
Lightning.Bolts tag isn't who manage those bolt animations? I only applied Ares tags in the YR M0ddEr NPatch code example. To overwrite some default values I used "Dummy" as value & it worked except Lightning.Clouds that needed an existing anim to not get a game crash so I used an invisible anim [INVISO] for this example, nothing more.

Revision history for this message
cranium (cranium) wrote :

heres a crash dump you can take a look at. This one here was using a debris type wh, but crashed the game.
But theres still an issue with Ares involving SW's that when using a WH with an attached AnimList="IsMeteor" type, the game wont draw the TraierAnim=, even though it is documented on the anim code, such as, for example METLARGE. It uses TrailerAnim=METSTRAL
TrailerSeperation=1
It wont draw the Trailer at all, but vanilla YR 1.001 will

http://www.mediafire.com/?9f3nh3wcvxvu6v3

Revision history for this message
FS-21 (jagarni1983) wrote :

cranium, I think that the last part of your message is a separated bug report: the broken TrailerAnim= tag. I can confirm that bug with the video that I posted, is an example of how "TrailerAnim=" isn't working or in meteor strikes of Map scripts since you run a mod with Ares.

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

I can also confirm that TrailAnim doesnt work on meteors anymore, the logic is broken. I open another request for that.
cranium you are confusing me, I dont really get what your problem is. what is it that isnt working?

Revision history for this message
cranium (cranium) wrote :

In the mix of it all and trying to do some work arounds, I managed to fubar everything, but back under control now. Everything is fully working except for the TrailerAnim=

Well, basically, this issue was made because of no traileranim appearing. I suspected it to be tied in with IsMeteor. Thus why it was titled IsMeteor=yes. I had thought in the past that METLARGE showed a Meteor image as well. Turns out it must not have. But after tests and some self research, I've come to think that METLARGE is some how connected with METEOR02 in rulesmd, being that METEOR02 is the Large Meteor that uses the Image=MTRB. In conclusion, I think that METLARGE is used for not only spawning METDEBRI but also for the trailer anim for METEOR02 since METEOR02 is located in rulesmd it cannot use a TrailerAnim= art tag. So the Meteor logic must tie these in together.

Keep in mind that this is just an assumption, but seems to be how it works.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Is this still broken? By the sound of things fixing bug:1478 should have fixed this too...

Revision history for this message
Rogan (pdrogan) wrote :

Since trailer animations are working again even in trunk r1061, I'd say the issue here is fixed as well.

Revision history for this message
cranium (cranium) wrote :

Yes, Issue has been fixed. This one can be closed.

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