The time now is Fri Jul 20, 2018 7:02 am
All times are UTC + 0
Lin Kuei Ominae
Joined: 16 Aug 2006
|Posted: Thu Dec 13, 2012 10:21 am Post subject:
(**) Light Towers (GASPOT) explained
|Python wrote: |
Originally posted by EnsignRed:
I searched for this myself and didn't quite find what I was looking for, so I hammered it out for myself.
To add a spotlight to a Light Tower (GASPOT), you double click on the tower, and a dialog box will open containing the options for the struture.
In colomn 2, box 2, Set it for: 1 - Rules.Ini setting
Then, change the numerical value for direction in colomn 1, box 2.
If you think of a clock face, these values will give you 1/4 sweeps in the following directions:
Value / Clock Position Sweep
0 / 12-3
32 / 2-4
64 / 3-6
96 / 4-8
128 / 6-9
160 / 8-10
192 / 9-12
224 / 10-2
Or, set it for 2 - Circle / Direction (back in colomn 2, box 2) to get a full circle sweep, like a lighthouse. The Directional value then becomes the starting position value:
Value / Clock Position Start
0 / 12
32 / 2
64 / 3
96 / 4
128 / 6
160 / 8
192 / 9
224 / 10
With four towers placed in a square, you can adjust the starting positions accordingly to have them all converge when facing inward. Nice ambiance for a Orca Transport landing zone.
These values can also be changed by editing the code in the .mpr or .map file manually after setting it for 1 - Rules.Ini setting:
0 = Structure number. Starts with "0" and accends accordingly. (*1)
Neutral, = Who owns the structure
GASPOT, = The .ini name for the structure
256, = Structure strength
52,45, = Map Coordinates (*2)
0, = Directional value. By playing with these numbers, it IS possible to get a sweep direction outside the preset defaults.
0, = This position toggles between a standard sweep (value 1) or a "reverse" sweep. (value 0) This allows you to have two spotlights sweep opposite each other and overlap, like at a gate or allong a perimiter. (This has no effect with full circle spots, they always move clockwise.) It isn't possible to change this in FinalSun, it must be changed manually.
1, = Master setting value:
0 = No spot
1 = Rules.Ini setting
2 = 2 - Circle / Direction
*1 The best I can tell this number is assigned in the order you place the buildings on the map. If you plan to frequently go back and edit the code manualy, it helps to place like structures at the same time or to place structures in an area at the same time. This will make it a bit easier to edit, as they will be grouped together in the code as well.
*2 While I was experimenting with this, I accidenally set this outside my test map and it gave the program siezures. (Although, it may have been that I set the map at 25x25. Don't do that either.)
Note: If I haven't highlighted a piece of the code above yet, that's because I haven't yet figured out what it does or as this project progresses, it doesn't apply to Light Towers. As I mention below, research for this tut. is ongoing.
Now, I think there may be a different way to add a siren/klaxon to a tower. Out of curiosity I looked at the code for TS GDI Mission #12, Rescue the prisoners. That mission has a lot of Light towers. Here's an excerpt of what I found:
Looks like the first "none" is a place for a tag that sets off a trigger. Then again I am new to this, so I might be talking out my butt.
This is an ongoing research project, I will post updates as I discover them, and I invite others to add their findings as well.
This tutorial is sponsored by tibweb.
Key Words: #Tutorials #Mapping #TiberianSun #Firestorm #Rules.INI #FinalSun
SHP Artist of Twisted Insurrection: Nod buildings
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building
Image Shaper______TMP Shop______C&C Executable Modifier
||You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Powered by phpBB © phpBB Group
[ Time: 0.1270s ][ Queries: 11 (0.0197s) ][ Debug on ]