ionsfx.shp - please help

Need some help with triggering "ionsfx.shp"

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Yoghurt
Posts: 24
Joined: Wed Apr 07, 2021 11:49 am

ionsfx.shp - please help

Post by Yoghurt »

Hello everyone,

I've created a mod where a unit has the Ion-Cannon as it's weapon (attacks within the vincinity of the unit, just like any generic weapon and unlike the superpowers).

I have copied the code of the weapon and added it to my map's weapons.yaml, added a couple lines of code and it works fine, however what's missing is the sequence "ionsfx.shp".

Could anyone please tell me how I can trigger this sequence together with the actual attack?

Thanks in advance!

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: ionsfx.shp - please help

Post by Matt »


Yoghurt
Posts: 24
Joined: Wed Apr 07, 2021 11:49 am

Re: ionsfx.shp - please help

Post by Yoghurt »

Thanks for the reply. I don't understand, how do I trigger the ionsfx.shp sequence before the actual explosion? Is InstantHit the right way to go in weapons.yaml?

abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

Re: ionsfx.shp - please help

Post by abcdefg30 »

I'd try using a CreateEffectWarhead that triggers the sequence you defined and add a "Delay" to the warhead doing the damage and the warhead doing the explosions. The nuke explosion is an example for a weapon which has delayed effects and damage warheads: https://github.com/OpenRA/OpenRA/blob/f ... ml#L16-L24

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