Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Tue Nov 20, 2007 7:39 pm Post subject:
2)I believe it is possible, problem is - it would have to attack ground to spawn tiberium, and thus is bothersome to operate.
5)I believe it is possible... but it would be very annoying, as it will have to fly up and down to the next patch of tiberium. If it possible to add a jumpjet logic to a vehicle though? _________________ DUNK! QUICK_EDIT
1. maybe you must also change primary weapon on the droppod. i don't know exactly, because i've never changed this
2. yes it's possible. like gufu said. you need a new animation that spawns tiberium patches (look at the meteor logic; e.g Metlarge). Then give a dummy weapon your new animation. If the weapon has a range of 255 it will fire without the need to force fire on the ground to make it work.
However this will spawn only the smallest tiberium patches unlike the one spawned from the tiberium trees.
3. not possible. the game only supports a max sight range of 10.
4. not possible. The game only accepts some predefined foundation settings. The biggest is 6x4.
here is a list of all possible foundations.
5. like gufu said you have to use a vehicle with a fly locomotor, because the aircraft type doesn't support harvester logic. But this makes it invincible against all weapons but railguns and firestorm defense. Look here for more info
6. afaik adding the tag GuardRange= with a value higher than 5 to your wall will help
here is more info _________________ SHP Artist of Twisted Insurrection: Nod buildings
to 2: Maybe this help?: http://www.ppmsite.com/forum/viewtopic.php?t=12299
to 6: isn't possible. I also tried anything, but it didn't work _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
to 6: isn't possible. I also tried anything, but it didn't work
make a clone of the wall, add Image=GAWALL and GuardRange=15 and it works.
To avoid having 2 walls give the original Techlevel=-1 _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yes, GAWALL, NAWALL and the Firestorm Wall (i forget the internal ID) are hardcoded to have a range of 5 and a cost of 250. Where with anything with Wall=yes tells the engine to use GardeRange=# as the amount of wall pieces it places. QUICK_EDIT
new question, I am trying to make the refinery able to build harvesters but nothing else. I set the harvester's prequisite to only a refinery and under refinery I put "Factory=UnitType". When it finished building the harvester and I didn't have a war factory it gave me a refund and nothing happened. I tried "IsWarFactory" and gave it all the needed anims in art.ini but no luck. What am I missing? QUICK_EDIT
It's like YR style, you can build a slave minor from the Construction yard, as you can from the war factory... If you do this, how will you know which harvester from the warfactory / refinery is the one in the side-bar... That may sound like gibberish, but even i'm having trouble understanding this. QUICK_EDIT
2. Sorry if this sounds stupid, but can you add the tags spawnstiberium=yes to buildings?
3. You are editng the wrong tags, you want to edit cloakradius= I think. QUICK_EDIT
new question, I am trying to make the refinery able to build harvesters but nothing else.
this is not possible. If you give the Refinery all tags it needs to be a warfactory, all ground units can be build there. There is now way to make certain warfactorys for certain units.
In addition a warfactory needs a lot more than just 2 tags to work as a warfactory. DeployingAnim, UnderDoorAnim and DoorAnim are essential to make it work but the refinery has none of them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
new question, I am trying to make the refinery able to build harvesters but nothing else.
this is not possible. If you give the Refinery all tags it needs to be a warfactory, all ground units can be build there. There is now way to make certain warfactorys for certain units.
In addition a warfactory needs a lot more than just 2 tags to work as a warfactory. DeployingAnim, UnderDoorAnim and DoorAnim are essential to make it work but the refinery has none of them.
I gave it those anims but I still can't build. I understand there is no way to make it only build harvesters, you just need to have a war factory to build the rest. QUICK_EDIT
maybe you just have to accept that TS can't do everything you want.
It could be that refinery=yes and warfactory=yes can't work together or something else. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Isn't WeaponsFactory an AI targeting thing anyway? You can have what he wants but it would work the same as naval production... I think. _________________
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Nov 21, 2007 9:38 pm Post subject:
Lin Kuei Ominae wrote:
There is no way to make certain warfactorys for certain units.
You're wrong, it is possible to have alternate warfactories. But it would take a lot effort to implement properly, and the AI won't use it properly (just make a clone for it ); too much to be worth IMO (in this case).
Just check my tutorial Naval Yard/Alt Warfactory Tutorial QUICK_EDIT
This isn't really working too imo.
Because you mess up all original missions if you add a new side and the ai can't use the units. If you use special or neutral to make the missions work, the ai still can't use the units.
To make clones for the ai isn't useful too, because then you reach the 100 units limit too fast. (I've already 95)
In addition he wanted a refinery, that is buildable by the conyard as a separate warfactory, while he also has a normal warfactory buildable by the conyard. One of them needs to deploy to work and the ai can't handle neither a deployable refinery nor a deployable warfactory.
So there is imo no way to make certain warfactorys for certain units. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Thu Nov 22, 2007 3:35 pm Post subject:
I know that you must sacrifice lots of things to have it working properly. But it does work, both Dusk, and Rise of Omnius (my mod) have this implemented to have an alternate warfactory which works like a naval yard is built from the conyard, and without noticeable bugs. I also tested the same principle with with barracks and it worked fine; in fact better, since there's way less infantry units.
About the 100 unit limit just move all the unbuildable units after the 100th position, and just make the clones for the units that the AI uses (the Ai doesn't use mobile EMP tank, mobile stealth generators, limpet mines, mobile weapon factories, etc). That way you could have something like 60 player buildable units.
Also a deployable warfactory already exist ingame.
Anyways, I don't think that it will work for him, it's too much for a little feature, and it might even conflict with some already existing coding in his rules. QUICK_EDIT
Wow. Ignore the "only harvester" part, how do I allow the refinery to build units (ALL OF THEM)?
Another problem:
I want to replace the RPG Turret with a dual railgun.
Does TS look for and use .SHP files in the SUN directory like .ini files?
What I changed in rules.ini:
Code:
[BuildingTypes]
38=GARAIL
; Dual Railgun add-on for component tower
[GARAIL]
Name=Dual Railgun
Image=GARAIL ;problem even exists with GAVULC
Prerequisite=GACTWR,GAPILE,GATECH
TechLevel=9
Armor=wood
Sight=7
Owner=GDI
Cost=500
Points=30
Power=-40
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gactwr
PowersUpToLevel=2
Primary=DualRailgun
;Secondary=VulcanTower
Turret=yes
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes
;Dual Rail Gun
[DualRailgun]
AmbientDamage=200 ; use this for the railgun damage field. Leave damage = 0
Damage=0 ; this should be 0 for railgun shots
ROF=50 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=8
Projectile=Invisible
Speed=100
Warhead=RailShot
Report=RAILUSE5
Anim=GUNFIRE
Burst=2
IsRailgun=true
AttachedParticleSystem=LargeRailgunSys
Does TS look for and use .SHP files in the SUN directory like .ini files?
no, shp files must be in an ecacheXX.mix file (where XX is 02 to 99)
you've set PowersUpToLevel=2 which is the rpg tower and force it to use the vulcan tower upgrade image. It is hardcoded which upgrade the CTWR uses with which value.
Set PowersUpToLevel to 1 and you see the vulcan tower.
Also use Image=GAVULC in rules.ini and remove garail from art.ini.
And use the next time a smaller image (cut out what's important to see). Now you've to scroll everytime to the right if you want to read a sentence to the end.
TX1138 wrote:
Railguns can't have Burst=2
pokeman7452 is right
they only wait till the particles are gone to fire the second shot.
Set ParticlesPerCoord=0 and you have a fast burst railgun.
lazerus wrote:
hi im new to tibsun but how do you make the screen so big cos its got a huge sidebar im shocked what do i need to install?
open sun.ini in your TS folder. change in the [Video] section
ScreenWidth and ScreenHeight.
be sure that your system supports the resolution you write in there _________________ SHP Artist of Twisted Insurrection: Nod buildings
and don't forget StretchMovies=yes
Ecache00 can also be used, or not? And if he want to use his Image, it isn't nessesary to delete it out of the rules... It's only another possibility... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
That wasn't always the case, I recall back when TS was released and people first started playing around with loose files that new .shp graphics wouldn't work outside of ecache*.mix files. This behaviour may have changed in a later patch but by then all modders had got ingrained into using ecache*.mix. This is probably why its favoured over elocal*.mix since that was not discovered to work until some time later and no one ever botehred with it. QUICK_EDIT
I thought you could only have 1 building assigned to each upgrade level. So I can have as many upgrades to the component tower as I want using the 3 default turrets?
Another question (I love you guys!), I just downloaded ETS hoping to allow my mod to use the new modding features of ETS. I can't understand how to "Run with mod:".
Apparently I need to point ETS to a directiory containing all my mod files along with a ModInfo.ini containing all the mod settings which are ignored in EST 3.40 but are required anyway.
Tried that... i think
Plz help poor noobish me. QUICK_EDIT
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