Posted: Wed Jun 24, 2009 12:58 am Post subject:
Adding / Removing Crate Options
I've never really looked into crates that much in my TS modding time, but I've come across some really weird and annoying things in crates. First of all, no-one likes the crates that have negative effects and what-not, so I've removed them by commenting them out, that all seemed to work fine up until recently, I noticed that I'm still getting these negative crates (gas, explosion, blackout), how exactly do I go about completely removing particular crate options?
Another weird thing, as it's pretty stupid having the same animation for completely different power-ups, I've added a new unit speed upgrade animation, but it didn't seem to play the first or second time I tested it. Later that day, I told Crimsonum about it and asked if he had any ideas, he tested it himself with some unusual results. He claimed that the first time he got a speed upgrade crate, the default animation played and the second time he got a speed upgrade crate (during the same game) it played the new animation. Any ideas what we're doing wrong here?
Last of all, is it possible to increase and decrease the probability of finding a specific unit in a cratet? QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Jun 24, 2009 2:05 am Post subject:
Never had any problems with crates.
I set all the powerup animations to different animations never had a problem with them, though it's important to note that some powerups use the same animation.
Though I remember trying to disable some crate powerups and it didn't work, the reason was that I had accidentally copied the section as a backup, but forgot to add the ";", so it was overwriting them. But that shouldn't be a problem unless you did the same or used an old RoO rules ini for that .
Don't uncomment those, set their shares to 0.
Just remember to set the total shares to the sum of the other powerups, it has worked for me to eliminate some powerups. If that doesn't work you could try setting the shares of the possitive powerups really really high in comparison to the negative ones, so the probability of getting a negative one is really low.
Also you can't really get rid of DARKNESS, as getting a second reveal the whole map has the same effect as darkness.
Also, in relation to the powerups, you should notice a change in the selection box when you get a powerup, which you don't get normally when you pick an armor powerup. The change of the selection box seems to indicate a unit with better stats than normal, changing the values of other powerups to provide negative bonuses doesn't cause the unit to change it's selection box, just like the armor powerup, which is actually a "powerdown".
Also, apparently, the animation and powerup won't work if the unit already has it, but it might if a unit which doesn't have it, is near it's effective radius.
Finally, no you can't set a specific probability for different units, unless you made several copies of them in the inis. QUICK_EDIT
The reason why armor bonus doesn't affect the selection box is because the powerup doesn't have an effect on the unit directly, but it decreases/increases the damage an incoming warhead will deal to the unit. _________________
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Jun 24, 2009 3:19 pm Post subject:
Crimsonum wrote:
The reason why armor bonus doesn't affect the selection box is because the powerup doesn't have an effect on the unit directly, but it decreases/increases the damage an incoming warhead will deal to the unit.
That's wrong.
If you want to check it, have a unit get an armor power up, attack it once with a powerful weapon, that doesn't insta-kill it, do the same with a non powerupped unit, Then compare the damage taken, you'll notice that the powerupped unit took more damage. The armor powerup doesn't act like described in the ini, increasing the armor of the objects nearby, instead it seems to act as a damage multiplier.
If you want to see this even more clearly, change the modifier to something like 50, and watch your units being utterly destroyed by light infantry .
Also changing it's value to something lower than 1 (like 0.9), will cause units that pick that powerup to display the upgraded selection box. I did this for Rise of Omnius and works perfectly, and it was also my first post on Tiberium Web, IIRC.
Alternatively changing the speed powerup to a value lower than 1, will make units slower, and they won't display the upgraded selection box. The same applies to firepower.
Hmm, this gives me an idea for a minigame.
That's what I said. The stock TS powerup has a value of 2.0 (IIRC), so instead of doubling your unit's armour, as it's described to, it doubles the damage dealt by the incoming projectile (and warhead), thus making it seem like your unit is twice as weak as it used to be.
ModEnc wrote:
Damage dealt to units with upgraded armor is multiplied by S. Upgraded units also get an alternate selection box if S is between 0.0 and 1.0.
Oh yeah, I forgot that the selection box changed is the value is smaller than 1.0. Weird, huh? _________________
BTW, did anyone ever test if the unit gets immune when the 'Armor Bonus' is set to 0.0? It would be some kind of interesting, since immune units cant get destroyed through laser fences, but everything else... If this unit gets nearly immune, I mean, getting no damage through weapons but gets destroyed through the fence / FS wall, it could be interesting for some kind of campaigne or something... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
it most probably gives an IE
because new Unithitpoints=hitpoints/cratearmorbonus
in this case hitpoints/0.0 is a classic div0 error. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Anyway, its a test worth, I think, even if the chance is nearly zero _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
According to ModEnc, the invulnerability bonus still works in TS. I'm not entirely sure, but I believe I got it once; it displayed the armour bonus animation, and a nearby explosion did no damage to the unit. _________________
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Fri Jun 26, 2009 3:47 am Post subject:
Ordosherrscher wrote:
Anyway, its a test worth, I think, even if the chance is nearly zero
It is, since AFAIK, we didn't rule distinguish f it being a damage taken/verses multiplier, or a hitpoints divisor.
The most likely result from a hitpoint divisor would be a IE, by a division by zero, if it's a damage taken/verses multiplier, it would mean that the unit takes zero damage so it's invulnerable.
Another thing worthy of being tested it's the effect on healing/repairing weapons. QUICK_EDIT
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