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About tiberium types in Ares
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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Sun Jun 11, 2017 2:24 am    Post subject:  About tiberium types in Ares
Subject description: Is possible to have 3 diferent types (Cruentus, Vinifera, Riparius)?
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Hey, does anyone know if its possible to have 3 types of tiberium in Ares powered mods? In ROS mod there are the 3 types and they are working, but I don't know how could be possible, there's any specific boolean or code?

Like I already got 2 types Red (Cruentus) and Green (Riparius)... But the Blue (Vinifera) type doesn't seem to work... All of them have diferent grafics but for some reason the Vinifera is exactly the same has Riparius ingame. :/

Also, there's any way to create a Vinifera Tiberium Spawner like the Bigblue in Tiberian Sun?

I parcially coded but isn't working properly ingame...


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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jun 11, 2017 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing in this particular problem of yours has to do with any Ares feature. It is possible to have 4 fully functioning ore types even without Ares.

The 4 tiberium/ore types are already coded into the game and technically usable (although there will not be a 'paint brush' for Vinifera and Aboreus in map editor). Their properties can be customized in their own sections and particularly Image is what determines the OverlayTypes tied to the ore type and thus the graphics used, with different values corresponding to different index ranges in OverlayTypes list. By default in RA2/YR, the overlays used by Vinifera and Aboreus share same graphics as Riparius.

It is not possible to create ore trees that spawn any other type than Riparius.

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Last edited by Starkku on Sun Jun 11, 2017 6:15 am; edited 1 time in total

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Jun 11, 2017 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I am guesing that you have to add the shp file for the third resource to all theaters.
Otherwise you get old/corupted images or leftovers from TS.
Don't take my word for it, since I haven't tryed it.
I have just changed the gems to other resource as I don't need the third one, yet.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 11, 2017 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can spawn different types of tib using TiberiumSpawnType on debris.

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Sun Jun 11, 2017 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't get it... What they mean with index #27, #127, #147 and #102... Can you explain?

Depending on the value given (0 to 4), the game will use a certain index in the OverlayTypes array, plus the following 11 entries.

In YR

   Image=2 will use OverlayType index #27 and will only use that one entry, it is hardcoded to use only one entry.
   Image=3 will use OverlayType index #127.
   Image=4 will use OverlayType index #147.
   All other values will use OverlayType index #102.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 11, 2017 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It means the index number from the [OverlayTypes] list. I made a guide about the overlay list here that shows the different tib entries.

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