Joined: 06 Aug 2015
|Posted: Sun Oct 04, 2015 1:28 pm Post subject:
Subject description: Creating spreading tree fires
|Hey to all!
When I wanted to recreate this C&C phenomenon no real tutorial was available - most of the discussions were incomplete or a little misleading; when I found the solution I got a user request to help him and while doing so I thought I could share this as an actual tutorial for everyone
I created this while using ARES but I do not know if you have ARES to use my tutorial - please tell me if it works with natural Red Alert 2 too.
1. Give every (!) tree a strength value and armour = wood in the rulesmd.ini (this is so that the fire animations damage value burns down the tree! See Step 3.)
like this =
different tree strengths are a nice idea to represent greater trees.
2. Edit the [AudioVisual] section in rulesmd.ini and activate OnFire and TreeFire. OnFire needs 3 entries TreeFire needs 2.
(Initfire2 is a custom fire I created remember to place it in the animations list in rulesmd!!)
3. Go to the artmd.ini and edit the fire01/02/initfire2 like this =
PS:No SmallFire LargeFire is needed!
4. In order to fire up the trees you have to specify some weapon's warhead characteristics like this:
PercentAtMax=.02 ;used to be .8
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
[MirageWH] // Supposed to be a heat ray.
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100% ; Needs balancing by designers
AnimList=IRONFX ; temp, should have flash-o-light
InfDeath=4 ; Burn death
Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway.
CLDisableBlue=true ; This says the Combat Light should be red. (1)
CLDisableGreen=true ; This says the Combat Light should be red. (2)
I think Sparky=yes and Wood=yes are required - but I am not so sure about Wood.
Have a nice day!
Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI