Openra: explosion effects/warheads

Created on 29 Mar 2016  路  13Comments  路  Source: OpenRA/OpenRA

I have to register separately missiles mammoth explosion effect ground and air. considering that he primary and secondary weapons. Of course I can not make a third type of weapon for air with its effects. it is possible to register the effects of explosions for every type of target?

Question / Support

All 13 comments

Of course I can not make a third type of weapon for air

Why not?

How can I register third weapon?

The same way you register the first two. OpenRA lets you define as many weapons as you want.

Primary
Secondary
tertiary?
quaternary, quinary, senary, septenary, octonary, nonary, and denary?

ramka:
    [...]
    Armament@primary:
        Weapon: RamkaAccGun
        UpgradeTypes: eliteweapon
        UpgradeMaxEnabledLevel: 0
        UpgradeMaxAcceptedLevel: 1
    Armament@elite:
        Weapon: RamkaAccGunE
        UpgradeTypes: eliteweapon
        UpgradeMinEnabledLevel: 1
    Armament@primary_var1:
        Weapon: RamkaInAccGun
        UpgradeTypes: eliteweapon
        UpgradeMaxEnabledLevel: 0
        UpgradeMaxAcceptedLevel: 1
    Armament@eliteprimary_var1:
        Weapon: RamkaInAccGunE
        UpgradeTypes: eliteweapon
        UpgradeMinEnabledLevel: 1
    Armament@primary_var2:
        Weapon: RamkaInAccGun
        UpgradeTypes: eliteweapon
        UpgradeMaxEnabledLevel: 0
        UpgradeMaxAcceptedLevel: 1
    Armament@eliteprimary_var2:
        Weapon: RamkaInAccGunE
        UpgradeTypes: eliteweapon
        UpgradeMinEnabledLevel: 1
    Armament@primary_var3:
        Weapon: RamkaInAccGun
        UpgradeTypes: eliteweapon
        UpgradeMaxEnabledLevel: 0
        UpgradeMaxAcceptedLevel: 1
    Armament@eliteprimary_var3:
        Weapon: RamkaInAccGunE
        UpgradeTypes: eliteweapon
        UpgradeMinEnabledLevel: 1
StormboltBolt:
    ReloadDelay: 60
    Range: 6c256
    MinRange: 0c001
    Report: sbltfir1.wav
    ValidTargets: Air, Ground, Water
    Projectile: TeslaZap
        BrightZaps: 0
        DimZaps: 3
        Palette: heroicra2aiexp
        Image: litninga
    Warhead@1Dam: SpreadDamage
        ValidTargets: Air
        Spread: 64
        Falloff: 100, 50
        Damage: 37
        DamageTypes: DefaultDeath, ElectroDeath
        Versus:
            None: 30
            Plate: 30
            Hero: 30
            Light: 20
            Medium: 40
            Harvester: 30
            Wood: 70
            Concrete: 75
            CYArmor: 50
            TechArmor: 75
            Tier3: 66
            ShipArmor: 66
            Electric: 85
    Warhead@2Dam: SpreadDamage
        Spread: 64
        Falloff: 100, 50
        Damage: 25
        DamageTypes: DefaultDeath, ElectroDeath
        Versus:
            None: 30
            Plate: 30
            Hero: 30
            Light: 20
            Medium: 40
            Harvester: 30
            Wood: 70
            Concrete: 75
            CYArmor: 50
            TechArmor: 75
            Tier3: 66
            ShipArmor: 66
            Electric: 85
    Warhead@2Eff: CreateEffect
        Explosions: stormboltexp
        ExplosionPalette: rookiets2exp

Both are possible.

Thanks!!

If a trait/property can have multiple instances, then it doesn't matter what you write after @ as long as it's unique. You can even call them whatever you like.

whether it is possible to add a delay when switching from one weapon to another?

Set up a shared AmmoPool between the weapons with SelfReloads: yes and use that.

Set up a shared AmmoPool between the weapons with SelfReloads: yes and use that.

Ammopool:
Armament@PRIMARY:
Weapon: 120mmDual
LocalOffset: 900,180,340, 900,-180,340
MuzzleSequence: muzzle
SelfReloads: yes
Armament@SECONDARY:
Weapon: MammothINFMissiles
Armament@TETRIARY:
Weapon: MammothAAMissiles
LocalOffset: -85,384,340, -85,-384,340
LocalYaw: -100, 100
MuzzleSequence: muzzle
SelfReloads: yes
Armament@QUATERNARY:
Weapon: MammothMissiles
LocalOffset: -85,384,340, -85,-384,340
LocalYaw: -100, 100
MuzzleSequence: muzzle
SelfReloads: yes

??

https://github.com/OpenRA/OpenRA/wiki/Traits-%28playtest%29#ammopool
https://github.com/OpenRA/OpenRA/wiki/Traits-%28playtest%29#armament

RTFM. If you can't comprehend it, get a new brain then. I'm not gonna spoonfeed toddlers here.

Thanks! its work! but 120mm start reload too...

Because you didn't specified a different AmmoPoolName on 120mm, ffs. Again, RTFM.

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