Posted: Fri Feb 22, 2008 7:42 pm Post subject:
HP: Ideas for new SuperWeaponTypes?
Yeeeha!.... Hey
Im kinda lost for new SuperWeaponTypes to add to HP. I have added spaces for a possible 40 overall SuperWeapons, so its not hard to jiggle the list on adding them, plus im neat and have to be prepared for future additions
Now, brief explanation. Animation, SpySatellite, Money and MeteorShower where all in ETS, so there self explanatory, but Animation i would like to add on. I can add a ParticleSystem one two, but will this be good for anything? I dont know much about ParticleSystems and what can be achieved with them...
The clones are simple too, there just clones of the originals, so you can use it to do whatever, some people like to manipulate the logics.
Now the new types, TechnoTypeDropPod, InfantryTypeDropPod and UnitTypeDropPod first. TechnoType is anything buildable in the game, Unit, Infantry, Buildings and so, so this will allow you to drop a UnitType in one slot, and a InfantryType in another, just for if you want to make a Elite squad of something. other two explain them self. Now the BatteryPower, remember the beta had a SuperWeapon where it gave the players house a power for a certain time? This is what i plan for this, but im not so sure of the power limit and how to attach it to it... And the IonStorm, well, kinda the same here but it will effect the whole map, and im not too sure how to make progressive single strikes in the targets radius.
Now, any input into these would be awesome, plus any other ideas that might be useful to add.
Bare in mind Trigger Actions can be used for SuperWeapons QUICK_EDIT
shadow/ghost SW: a superweapon that is used on a player army and doubles for a short time the army. (like the hallucination spell of the templar in starcraft)
For Nod an Underground APC reinforcement SW (the counterpart for gdis droppods)
Maybe you make a reinforcement SW and add the keys IsDropPod=yes/no and IsSubAPC=yes/no; or even UnitForSpawnEffect=UnitType/AircraftType; with AircraftType even dropship reinforcements would be possible.
Ion Storm,Meteor and other Particle or Animation based weapons could be combined as the new Animation SW imo.
The SW then wouldn't do anything else than launching an Animation on the target cell. How the anim looks like is then up to the player. However a key in art.ini to generate a lightning bolt would be useful (or the modder has to create some new shp bolts)
However a key SpawnRadiusInCells=#cells would then be useful, so the debris spread in good way if you fire direct on a building. Last edited by Lin Kuei Ominae on Fri Feb 22, 2008 9:58 pm; edited 1 time in total QUICK_EDIT
trigger but no sw. Or do you want to make trigger accessible in rules.ini too? that would be great. This way you could make buildings that spawn a unit as soon as the previous unit is destroyed. _________________ SHP Artist of Twisted Insurrection: Nod buildings
artillery strike (just a differnt anim for meteors I guess)
rebel ambush
seed tiberium
emp storm (but more like ra2 weather storm)
firestorm strike (imagine being able to put the firestorm walls anywhere, like an unsuspecting approaching army, or right infront of an enemy refinery)
sonic burst (something to kill an enemy tib feild) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Feb 22, 2008 11:05 pm Post subject:
You can't trigger units directly -
Triggers spawn teams.
In a team is the taskforce, which is the list of the actual units in the group
Then you have the script, which is what the team does once created.
Then you have a lot of other confusing flags like "whiner" and "priority" and stuff that no one really cares to bother with _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I know with ra2/yr, so I would assume so with ts, are there not a whole bunch already made teams in the ai.ini, that you could link to directly to spawn the units you want? Although I don't know how this would be done. (in ra2 also is there paradrop special, and that has the tags directly in the rules.ini, is this the same for the drop pods>?) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sat Feb 23, 2008 3:28 am Post subject:
Just a little note for the Droppod superweapon add different angles for the animation, like vertical, horizontal and the already existing ones, or just ignore this and just play the animation on the target, and have the unit(s) spawned at the end of the animation .
Also for the original superweapon clones make them have firing animations, including the hunterseeker, in that way it could be used as a reinforcement superweapon, to spawn a unit besides a building,with the animation looking like a transport (if possible the unit should be spawned after the animation is complete).
Finally add a tag that prevents the superweapon from recharging/being fired if a specific unit is present (think of super unit reinforcement). QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sat Feb 23, 2008 4:30 am Post subject:
Quote:
that you could link to directly to spawn the units you want?
In fact, you can -
Simply add a number in the "parameters" box under the "reinforcement (team)" action corresponding with the ai.ini
(putting a 1 will spawn the first team in ai.ini, and so forth)
Like Machine said, mutate logic is pretty much that. An animation plays and spawns a unit. so it can be used for a variety of things.
I wonder if Virus gas can be possible, pretty much a particle system spawned by an animation.
I guess now blending into more general features than superweapons.
Also maybe units that carry superweapons with them. The only thing is if multiple units are present. how to limit this ability. probably just have one unit utilized this ability depending on its function. _________________ Delirium.. QUICK_EDIT
What you should is what I have planned for "RP2", add a bunch of functions independent from the SW type.
Pre and post effects.
The pre effects will occur before the actual SW is fired, the post effect after.
Simple effect examples would be a heal radius, unit scattering, screen shaking, all that kind of stuff.
The idea is that you can add these to any SW, even to the originals if you want. QUICK_EDIT
wow, I really want RP2 now... maybe prayer will help.
Oh almighty god(pronounced PD),
Please bless our humble modding community
with your almighty feature adding skills and
send you creation, RP2 down among us to
redeem us all from IEs?
RA2:YRmen _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
What you should is what I have planned for "RP2", add a bunch of functions independent from the SW type.
Pre and post effects.
The pre effects will occur before the actual SW is fired, the post effect after.
Simple effect examples would be a heal radius, unit scattering, screen shaking, all that kind of stuff.
The idea is that you can add these to any SW, even to the originals if you want.
Very good idea, that would be awesome if you did that TSHyper. _________________ Please, read the signature rules of the forum. QUICK_EDIT
What you should is what I have planned for "RP2", add a bunch of functions independent from the SW type.
Pre and post effects.
The pre effects will occur before the actual SW is fired, the post effect after.
Simple effect examples would be a heal radius, unit scattering, screen shaking, all that kind of stuff.
The idea is that you can add these to any SW, even to the originals if you want.
Was that why there was a lot of lighting and so keys for each SuperWeapon? (In some RP Version). When you get online, tell me more QUICK_EDIT
What about a radar jammer. I know there is a vehicle in tibsun.mix called mobile radar jammer... if WW was planning that then it may be possible... QUICK_EDIT
what about a tiberium vapour bomb(i mean like TW, drop it using targetable airstrike) or tiberium seed so tiberium can respawn. it will be good, if its possible . _________________ Please, read the signature rules of the forum. QUICK_EDIT
azri_apoc and DaFool I suggest you use the meteor logic for "tiberium vapour bomb" and "seed tiberium" (you know that meteors are very customizable right?)
Just use your imagination and you will figure out what I mean
And about the radar jamming:
Yeah it would be good, mabe not a high priority but could be usefull. Like triggering a complet shutdown of all radar installations on "one" team for a customisable duration like EMP or IonStorm would do. QUICK_EDIT
Mutation Control? So you can controll all mutations at the map for some time...
I dunno if it's possible, but it would be kool _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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