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How to create debris for exploding tiberium
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 28, 2010 12:33 am    Post subject:  How to create debris for exploding tiberium Reply with quote  Mark this post and the followings unread

There are actually 2 ways to create debris for exploding tiberium.

Way #1:
The warhead defined under C4Warhead in the CombatDamage section isn't only used for crashing aircraft and C4 charges on buildings, but also for the explosions of tiberium.

Thus you can create a new warhead (lets call it TIBEX) and assign it to C4Warhead, so the previously assigned HE warhead stays untouched.

Now you can modify TIBEX as you wish and assign different explosions to the AnimList. If you use art.ini debris that spawn tiberium for these explosions, you have the first way of tiberium debris.
For a start you could use the existing and working CRYSTAL1 - CRYSTAL4 debris. Later you can use these as a pattern to create more and different debris (also explosions which spawn multiple debris).

e.g.
Code:

[CombatDamage]
...
C4Warhead=TIBEX

[Warheads]
...
XX=TIBEX ;use free number instead of XX

[TIBEX]
Spread=64
Wall=yes
Wood=yes
Verses=100%,80%,60%,40%,20%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4,EXPLOLRG
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=200%


Note: the last anim in the AnimList is always used by crashing aircraft, thus this shouldn't get any tiberium debris.
The other anims are used by exploding tiberium according to the Power value of the tiberium and the size of the exploding tiberium patch.
e.g. a stage 12 fullgrown tiberiumpatch explodes bigger than a stage 3 patch
If you give for example [Aboreus] Power=2 it will use the first and second anim listed in the TIBEX warhead.
With Power=10 it uses the 9th, 7th, 5th and 4th listed anim in the warhead.
Vinifera seems to be hardcoded to use Power=17, which uses the 14th,11th,9th,6th and 3rd anim listed in the warhead.
If there are less anims in the warhead than the ones which are supposed to be played by the Power key, the exploding tiberium uses the last anim instead. That's why in vanilla TS, Vinifera is often exploding with EXPLOLRG and only rarely on small tiberiumpatches with EXPLOSML and EXPLOMED.

I won't reveal here exactly which anim is played by which Power value, as it took me several days via trial and error to find the matching explosions.
But since it is already part of the released TI-beta, you can take a look in the inis there.
Since I also can't stop you from copying the code, it would be nice to see a note that you're using "TI's tiberium debris logic" if you release a mod with it.

Way #2:
WW themselves seemed to messed this one up or simply forgot to implement it right.
As you know is there a Debris key on each Tiberiumtype in rules.ini, which has the art.ini debris CRYSTAL1-CRYSTAL4 listed. This key was long presumed to be not working. In fact it does work fine.

The problem is that the debris are only used if a tiberium patch is exploding with an explosion that has TiberiumChainReaction=yes in art.ini.

In vanilla TS the C4Warhead is using only animations which don't use this key.
Thus to make the debris work, give all the listed anims in the C4Warheads AnimList the key TiberiumChainReaction=yes in art.ini.
e.g.
Code:
[EXPLOLRG]
Translucent=yes
UseNormalLight=yes
Report=EXPNEW09
Crater=yes
Scorch=yes
TiberiumChainReaction=yes


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

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Last edited by Lin Kuei Ominae on Wed Jun 29, 2011 12:17 pm; edited 2 times in total

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Sep 28, 2010 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Good tutorial LKO, and very simple to do. #Tongue

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Sep 28, 2010 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice LKO

I remember years ago trying for ages using many different methods to get this working!

One of which was using the 'Shard=yes' tag which exists in the rules.ini but not actually in the game.exe (thanks WW) lol


Well done!

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