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Even more questions.
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NX
Vehicle Driver


Joined: 10 Apr 2009

PostPosted: Sat Apr 11, 2009 5:03 pm    Post subject:  Even more questions. Reply with quote  Mark this post and the followings unread

So after reading some interesting topics on spawning certain things through animations and particle effects, like tiberium after a meteorite strike, I was wondering if it were at all possible to create a unit that could spawn a Blossom Tree or a Veinhole Monster?

Edit: Has anyone tried airburst weapons on longer range units? Specifially, say, Artillery? The shell flies miles then explodes above the target to shower them in smaller shells? I've tried this myself but my coding is crap, and it didn't work out as intended.

Another thought occurred to me, what about a unit that uses meteorites as his main weapon? I think one of the mods hosted here has Tratos' main weapon a meteorite-ish weapon, so it's obviously doable.

Last edited by NX on Sun Apr 12, 2009 11:40 am; edited 1 time in total

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Apr 12, 2009 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread


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NX
Vehicle Driver


Joined: 10 Apr 2009

PostPosted: Sun Apr 12, 2009 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahh, thank you Smiffgig, was just what I was after. Do the animations *only* work in single player or can they work in offline Skirmish too?

Also, I've added a few questions to my first post. Might as well recycle a post than spam questions on the editing forum.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 12, 2009 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

NX wrote:
So after reading some interesting topics on spawning certain things through animations and particle effects, like tiberium after a meteorite strike, I was wondering if it were at all possible to create a unit that could spawn a Blossom Tree or a Veinhole Monster?

you start modding with big steps don't you? Very Happy
ok, let's see how things can be spawned.

a: unit spawned via FreeUnit key on a building in rules.ini
b: OverlayTypes (like tiberium or train tracks) via TiberiumSpawnType on an animation in art.ini

to spawn a blossom tree or VHM is not possible because they are TerrainTypes.
But you can do something similar, if you create a new animation which loops forever and which continuously spawns tiberium.
Then create a new warhead to which you assign the anim and let your unit fire this warhead. With each shot it now creates a dummy blossom tree.

To spawn a VHM is not possible, because TiberiumSpawnType spawns not only the one Overlay which you assign, but also the 10 following Overlays in the OverlayTypes list. Means you get only in 1/10th of the cases a patch of veins, because there is only one veins overlay in the list followed by the 20 blue tiberium patches.

NX wrote:
Edit: Has anyone tried airburst weapons on longer range units? Specifially, say, Artillery? The shell flies miles then explodes above the target to shower them in smaller shells? I've tried this myself but my coding is crap, and it didn't work out as intended.

Another thought occurred to me, what about a unit that uses meteorites as his main weapon? I think one of the mods hosted here has Tratos' main weapon a meteorite-ish weapon, so it's obviously doable.

my tip, try and test this yourself and you learn more as if someone would describe it here.

Meteorites as the attack of a unit are no problem. Just assign them to the warhead animlist.

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NX
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Joined: 10 Apr 2009

PostPosted: Sun Apr 12, 2009 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

my tip, try and test this yourself and you learn more as if someone would describe it here.


I have tested it. Pretty extensively too. I'm hardly a noob when it comes to TS modding, but getting the shell to actually use Reaper logic or Multi-Missile logic is the hard part. I either can't get it to work at all (The shell just flies through the floor, no animation for anything.) or it refuses to fire. I'll paste my code next time I decide to give it a shot at the airburst artillery.

Lin Kuei Ominae wrote:

Meteorites as the attack of a unit are no problem. Just assign them to the warhead animlist.


After trying several things before posting, that worked like a charm. The problem I had was not using the Animation of METSMALL. I was using the Rules.ini entry, which is Meteor02. Hence my confusion.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 13, 2009 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

yep, there are 2 different types of debris.
The easy rules.ini debris which can be assigned to units/buildings via DebrisTypes
and the more complex art.ini debris which can be used as animations (like on warheads as explosions or building activeanims).
The rules.ini debris are voxel
The art.ini debris are shps

The meteors used in TS are nothing else than a special art.ini debris.
The rules.ini voxel meteors seem be an obsolete unused old version.

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NX
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Joined: 10 Apr 2009

PostPosted: Mon Apr 13, 2009 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats one more thing crossed off my list. I seem to be having loads of random "Ooh, I wonder..." moments lately, then spending and hour trying to code it properly.

Like the airburst artillery.

Speaking of Artillery, I've tried setting custom firing animations on nearly all units with cannons, which has worked well for the most part, except for the juggernaut. I can't seem to get that to use anything other than the default GUNFIRE firing animation and whatever the default ground firing animation is, no matter how hard I try. The Nod artillery I had no problem with.

I also can't seem to get both the Arty and the 'naut to fire accurately, like the Artillery did in TS. Inaccurate=no didn't help, and spread is 0/1.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Mon Apr 13, 2009 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

K.

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NX
Vehicle Driver


Joined: 10 Apr 2009

PostPosted: Mon Apr 13, 2009 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

That wasn't a particularly helpful reply. I came here asking for some help, and all I get is a sarcastic 'k'?

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Lt Albrecht
Defense Minister


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

PostPosted: Mon Apr 13, 2009 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

He's just randomly spammiong, or his account has been hacked. Don't take it personally or anything.

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NX
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Joined: 10 Apr 2009

PostPosted: Tue Apr 14, 2009 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Even so, a little help would be nice.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 14, 2009 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

NX wrote:
Speaking of Artillery, I've tried setting custom firing animations on nearly all units with cannons, which has worked well for the most part, except for the juggernaut. I can't seem to get that to use anything other than the default GUNFIRE firing animation and whatever the default ground firing animation is, no matter how hard I try. The Nod artillery I had no problem with.

Check your code again. Changing the juggernauts firing anim works perfectly well.

NX wrote:
I also can't seem to get both the Arty and the 'naut to fire accurately, like the Artillery did in TS. Inaccurate=no didn't help, and spread is 0/1.

Check your code again. By removing Inaccurate=true, the jugger in my test fired as precise as any other unit. (the bullets also magically moved to the targets position like in TS)

I assume you edit the wrong rules.ini (one which isn't in the ts folder)
or you have a messed up ini (e.g. 2 entries for the same weapon, while one always overrides the changes you make in the other entry)

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NX
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Joined: 10 Apr 2009

PostPosted: Tue Apr 14, 2009 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought it would be that simple too, but after about 30 minutes of fiddling around with the Artillery and Juggernaut, inaccurate=true/false is making absolutely no difference in my game.

; artillery cannon
[155mm]
Damage=300
ROF=260
Range=20
MinimumRange=5
Projectile=Ballistic
Speed=100
Warhead=ARTYHE
Report=120MMF
Anim=S_Tumu30,S_tumu22
Lobber=yes

[Jugg90mm]
Damage=50
ROF=130 ;was 110
Range=20
MinimumRange=5
Projectile=Ballistic2
Speed=100
Warhead=ARTYHE
Report=JUGGER1
Anim=S_tumu22
Lobber=yes
BurstDelay0=0
BurstDelay1=24
Burst=3

There. Just to prove it.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Apr 14, 2009 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

[Ballistic2]
High=yes
Image=120MM
Arcing=true
Inaccurate=true
Bouncy=yes
Elasticity=0.0

It should work if you simply determinate the 'Inaccurate=true', thought, or change the Projectile of the Weap to Ballistic...

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NX
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Joined: 10 Apr 2009

PostPosted: Tue Apr 14, 2009 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

That hasn't helped. Inaccurate isn't even on those weapons, projectiles or warheads for both artillery, and they're *still* inaccurate.

; artillery cannon
[155mm]
Damage=300
ROF=260
Range=20
MinimumRange=5
Projectile=Ballistic
Speed=100
Warhead=ARTYHE
Report=120MMF
Anim=S_Tumu30,S_tumu22
Lobber=yes

[Jugg90mm]
Damage=50
ROF=130 ;was 110
Range=20
MinimumRange=5
Projectile=Ballistic2
Speed=100
Warhead=ARTYHE
Report=JUGGER1
Anim=S_tumu22
Lobber=yes
BurstDelay0=0
BurstDelay1=24
Burst=3

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 14, 2009 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Elasticity=0.0 prevents the projectile to "magically" move to the cell a unit occupies, even if the unit had moved from it's original location. Remove both that and "Inaccurate=true" from the projectile sections, if you wish that the weapon will always hit the target.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 14, 2009 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

changing inaccurate alone should show already a difference

i really assume you edit the wrong rules.ini or have a messed up one.
I tested both and it works perfectly fine.

About the anims it is no wonder why they don't work, because the game is case sensitive and you mix around with upper and lower case characters. (to be precise, the t in Tumu is wrong)
Maybe you also wrote some of the keys wrong in your projectile code hence they don't work or do what you want.

Another thing is that Anim accepts only 1 or 8 anims, but not 2.
rules.ini wrote:
; Anim = animation to display as a firing effect [use 8 for directional variation]

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NX
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Joined: 10 Apr 2009

PostPosted: Tue Apr 14, 2009 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That worked fine with the Juggernaut, but strangely not with the Artillery. The code for Ballistic and Ballistic2 were literally copy and paste jobs, but a quick swap around of the 155mm projectile tag sorted that. Cheers all.

Lin Kuei Ominae wrote:

i really assume you edit the wrong rules.ini or have a messed up one.
I tested both and it works perfectly fine.


I test *everything* I do to any .ini modding in an unedited .ini file, then add it to my mod .ini file when it works. As there is only one rules.ini file, I doubt I'm editing the wrong one. And as I grabbed the .ini pack from *this* site, I doubt it's messed up.

Next sudden thought, is there a way to make the GDI Firestorm wall always on? Or when you build it, it starts off as turned on?

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