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TREE death idea!
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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Mon Jan 26, 2009 9:35 pm    Post subject:  TREE death idea!
Subject description: not sure if this aint done before.
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Ok so I had the idea of making some trees in the Overlay set o that they could be crushable...like sandbags. But I was also thinking that when they die they should scar the earth with the image of the dead tree. Like if it could crater the area it was directly on before being crushed. Can they Scorch the earth when dying?, and can a image be atached to the scorch so it will show a crumbled up tree or bush? so the image of the dead tree won't disapear, will stay until game is restarted.

check diagram below.
Will it be possible?

Also any like-ness to any person in real life is merely coincidencial. Very Happy



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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Jan 26, 2009 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

perhaps a non damaging death weapon...sort of like a demo truck perhaps. but then you could not control which scorch it made, nor the direction that the scorch is made, which would be a little unrealistic.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Jan 26, 2009 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually, IIRC, death anims can be made for all the directions, atleast there's room for it in the infantry sequence part (which would be for units, and i don't know if buildings/overlays do something different).

Generals already does this. Care to make the jump?

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Tue Jan 27, 2009 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

make the jump?...you mean changing to generals?, No way man!.

ok I go do some experimenting, You can make explosions for overlays right?...so then you can make invisible explosion and atach different scorches to it, then when riden over and destroyed it will leave a scar of dead tree or leaves whatever.

Can this be done?

Are the scorches generic to all explosions?...shudnt be, if so then it won't work.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jan 27, 2009 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Normal overlays can't be crushed, walls use a special logic to make them crushable. You should be able to add a custom explosion to them tho.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Tue Jan 27, 2009 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can trees have DeathWeapons? or custom Explosions? meh, i don't think so.
If yes, this could be easily achieved.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 27, 2009 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trees can't. But as an overlay, they can be given Sandbag=yes.
(Correct me If I'm wrong, it's been a while since I checked out the Overlays)

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Tue Jan 27, 2009 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

This could be interesting. If this can be feasibly applied, it may be made for TS TX...

Props on the idea L()ki.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Jan 27, 2009 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
actually, IIRC, death anims can be made for all the directions, atleast there's room for it in the infantry sequence part (which would be for units, and i don't know if buildings/overlays do something different).


Well having "room" for them doesn't mean they'll get used, as an example the stand sequence just accepts 1 frame per facing. Anyways I still want to try doing that #Tongue.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Tue Jan 27, 2009 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Help the bush itself, its not showing in the map editor or game, the map editor reads the rules ini code, I can place it but the image dosnt show.
First time working with overlays

Here is the rules I copied the rock rules and art.

Rules

[SBUSH01]
LegalTarget=false
Name=Sbush01
Land=Rock
Radarcolor=64, 64, 64
NoUseTileLandType=true
DrawFlat=false
IsARock=true
Image=SBUSH01

Art

[SBUSH01]
Theater=yes

What am I doing wrong, which must I put it in ecache or ecachemd or expand, expandmd?

I put it in all of them so far, still no result...please help, probably sumin small im missing.

Then I can continue with this dead tree crap.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jan 27, 2009 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you just make infantry that look like trees?

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Jan 28, 2009 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Wah!.....ey actually...that mite work, but they won't show properly in the isotemp palete IIRC and if I use the Isounit one then the lighting effects won't work on them right?.
So they will odly stick out like soar thumbs on the battlefield. Confused

And it might cause trouble, but that could be a very soviet solution by you, to a problem. Very Happy

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Jan 28, 2009 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

it doesn't matter if you make them in isotem or unitem. IIRC, the game reads the SHP and finds out what palet it's in. Smile

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Jan 28, 2009 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

you could have eight trees to a shp. One for each facing, and then you could position them in FA2, and then face em a different direction to get the desired tree. Just have 1 tree per direction for the standing fames, and then add death frames. You could have two sets two, because YR supports using a different anim for snow maps and regular maps (IE seal).

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Jan 28, 2009 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah ok so the infantry is the second shot.

first let me try the overlay bush way, but I need HELP coz its not showing:
heres the code...please help.

Rules

[SBUSH01]
LegalTarget=false
Name=Sbush01
Land=Rock
Radarcolor=64, 64, 64
NoUseTileLandType=true
DrawFlat=false
IsARock=true
Image=SBUSH01

Art

[SBUSH01]
Theater=yes

Its in all the ecache and expand mix files so its not that.
It shows in FA but not ingame

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Wed Jan 28, 2009 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

how about that,,

tree self explode to be crushed?

likly demo truck, they attack the thing what is on it

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 28, 2009 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

@L()KI do you forgot to add the bush to the OverlayTypes list in rules.ini?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jan 28, 2009 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

areaSZ wrote:
how about that,,

tree self explode to be crushed?

likly demo truck, they attack the thing what is on it

That can't work without having the tree damage the unit that crushes it (and the trees would of course also need to be made as buildings or units). I'm thinking from the perspective as a TS modder of course... Maybe RA2 has some kind of logic for the demo truck which allows it to destroy itself without damaging nearby units or buildings...

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Wed Jan 28, 2009 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

they will anyway damge the unit which pass over it
But the bushes can be made to die in damge 1 , and it is possible healing the unit after the bushes show destroying

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Jan 28, 2009 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

give it damage=1 and the Verses at like 3%, effectively 0

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Jan 28, 2009 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
@L()KI do you forgot to add the bush to the OverlayTypes list in rules.ini?


No I didnt, thats why it shows in the map editor, in place of the bush it shows this 0xf...sumin word in black...I should have stated it ealier sorry.

Don't know whats wrong....Maby I should just add it as a building?, give it sandbag=yes and add exlosions etc...

Would be better to add it in the overlay tho, might work out smoother in the end.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Thu Jan 29, 2009 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

OK!....I got it to be crushed like a sand bag(easy bit), but it does not explode.
I put the Exlpodes=yes tag in the rules ini...

Wonder why they don't show? help!

Also how do you attach specific scorch or crater types to exlposions? That is the final bit to get this to work.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Jan 29, 2009 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathweapon=Bushybits1

[Busybits1]
WarHead=Bush1


[Bush1]
Crater=Bushleaves, leafyblob, stump
Or it might be scorh, but the mark is attatched to the warhead IIRC.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 29, 2009 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I doubt that you can make overlays explode in RA2. At least in TS do walls and other overlays can't have any explosion attached, because they don't belong to buildingtypes.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Jan 29, 2009 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

bah... You can make walls explode, just code them as walls that don't link. (Guardrange=0 IIRC, if it causes an IE go for 1)

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Thu Jan 29, 2009 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah ok so the crater/scorch tag is in the warhead....Thanks Josh, I try this.

So I delete the Tooverlay=Bush1?

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