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Two Questions
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Shino
Civilian


Joined: 11 Sep 2008

PostPosted: Thu Sep 11, 2008 1:20 pm    Post subject:  Two Questions
Subject description: About LightIntensity and harvester explosion damage
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This is my first post here so: hello everybody Smile

I'll make it short:

LightIntensity
What I want to do:
Give the ConYard a faint glow of some color.
Problem:
When LightIntensity is set to a value smaller than '1' there is no light at all, when it is at '1' it is too bright for my taste.

On several places I read about values of 0.2 or even 0.05 for LightIntensity, for some reason those don't work for me, here is a snippet from my rules.ini
Code:

LightVisibility=5000
LightIntensity=1.0
LightRedTint=0.0
LightGreenTint=0.0
LightBlueTint=1.0

Actually non of the tags work with values below '1', any ideas?

Harvester explosion:
What I want to do:
Increase the damage dealt by an exploding harvester
Problem:
No idea what I have to change (started to look into .ini-modding of TS just some days ago)

Thats all, thanks in advance for hints and stuff Smile

P.S. Just in case: I'm using TS:FS 2.03, German Version

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Thu Sep 11, 2008 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello, and welcome to PPM Forums.

Answering the first question, I think that LightBlueTint should be raised. Think it's RGB 255, so 1.0 isn't a high value. Try raising it, and LightIntensity to 0.05 or so. Try it, dude.

For the second question: There's a tag in each tiberium entry ([Arboreus], [Vinifera], [Cruentus], [Riparius]) called "Power=". Rise it's value, and there you got it.

I hope this is useful. Good luck and happy modding!

_________________
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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Sep 11, 2008 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those light flags certainly work with floating point values. There's plenty of predefined lightposts in the rules, look for BLUELAMP as a good starting point. Mind that the *Tint= values are on a scale from 0.0 to 1.0 .

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Shino
Civilian


Joined: 11 Sep 2008

PostPosted: Thu Sep 11, 2008 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey there, thanks for the fast replies Smile
I've tried copying the light settings of the lightpost to my conyard but to no effect, still the same behavior:
LightIntensity < 1: no light at all
LightIntensity = 1: too bright (for my taste)



Heres what the conyard looks like in my rules.ini
Code:

; construction yard
[GACNST]
Name=Construction Yard
ConstructionYard=yes
Strength=1000
Armor=heavy
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=MCV
Sight=6
Owner=GDI,Nod
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
LightVisibility=5000
LightIntensity=1.0
LightRedTint=0.0
LightGreenTint=0.0
LightBlueTint=1.0

Those are the settings I used for the first screenshot.
Afterwards I tried different values for LightIntensity like 0.2 or 0.8, everytime the result was the same (2nd screenshot)
I have no idea why that happens =/

P.S. @Azkhare thx for the hint about tiberium power and all Smile



toomuchlight.png
 Description:
Too bright
 Filesize:  136.92 KB
 Viewed:  1994 Time(s)

toomuchlight.png



nolight.png
 Description:
No light at all
 Filesize:  73.61 KB
 Viewed:  1994 Time(s)

nolight.png



rules.ini
 Description:

Download
 Filename:  rules.ini
 Filesize:  233.84 KB
 Downloaded:  68 Time(s)


Last edited by Shino on Thu Sep 11, 2008 5:24 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 11, 2008 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

welcome aboard

i once tested the glowing stuff on buildings too and had to notice that in multiplayer it doesn't worked really well. Don't ask me why, but the settings which work fine in singleplayer are messed up in MP. What means i got the same results like you.
You can find an alternative for the glowing, which also isn't possible to make remappable, here: Coloured lighting on buildings

to the second problem
The power key of each tiberium raises indeed its damage (e.g. damage to infantry walking in it), but in the harvester it doesn't really changes the firepower, since already a harv full with original blue tib is able to destroy any building.
The problem is that you can't change the range of the explosion. Only in a 3x3 field the harvester damages buildings and units.

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Shino
Civilian


Joined: 11 Sep 2008

PostPosted: Thu Sep 11, 2008 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for explaining Lin Smile .. so nothing will work the way I want Very Happy .. hmm.. what about the debris? hmm *muttering to myself* I think increasing the damage of it could do.. I'll try Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 11, 2008 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can indeed give the harvester exclusive debris which make a lot of damage.

you can also change the explosion of the harvester
e.g. Explosion=SUPERBOOM
and then give this SUPERBOOM explosion in art.ini additional damage.

but both ways allow only a fixed amount of damage which is completely independant from the amount of harvested tiberium.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Shino
Civilian


Joined: 11 Sep 2008

PostPosted: Thu Sep 11, 2008 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

right.. hmm but I think thats ok. I always liked the idea of flying a fully loaded harvester into a NOD base, seeing it take out some defense structures or something like that. I think I will simply increase the cost for a harvester so you have to think twice before easily sacfificing one.. and of course with increased explosion damage you wouldn't want your harvester to be destroyed in your base.. this will spice things up even more I think Smile

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