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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?
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.
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
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).
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")...
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.
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.
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
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.
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?
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.
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