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Tiberium Seeding
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MrSeagull
Civilian


Joined: 25 Sep 2009

PostPosted: Fri Sep 25, 2009 4:50 am    Post subject:  Tiberium Seeding Reply with quote  Mark this post and the followings unread

Hello there,

I've recently decided to get back into Tiberian Sun, and into modding it. I usually change the settings to remove superweapons - It seems they're more for harrasment then anything else.
One thing I was trying to do was to keep the chemical missile, but change it. I wanted the process of harvesting veins to remain in tact, but I wanted the warhead to, instead of releasing clouds of chemicals, spread some Tiberium crystals, like the seeder in Tiberium Wars.
I've run into a bit of a snag at the warhead part. What would I need to change to make this happen? Or is it even possible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 25, 2009 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

A very simple first step is applying the meteor METLARGE as explosion animation to the warhead.

In the next step you can create a clone (duplicate and rename) of the meteor and corresponding anims in art.ini and remove useless code to create an invisible or simple explosion animation that spawns tiberium.

_________________
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MrSeagull
Civilian


Joined: 25 Sep 2009

PostPosted: Fri Sep 25, 2009 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

You'll have to forgive me, for the longest time I've been relying on SunEdit 2k, and just recently switched to INI editing. I'm not sure how to follow you're directions.

This is the following code I've gathered from the rules.ini...

Code:

[ChemicalSpecial]
; Chem weapon. The logic will fail if this weapon is powered
Name=Chemical Missile
IsPowered=false
RechargeVoice=00-I152
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.3
Type=ChemMissile
SidebarImage=ChemIcon
Action=ChemBomb
ManualControl=yes
WeaponType=ChemLauncher
AuxBuilding=NAWAST

; Chemical Missile Launcher
[ChemLauncher]
Damage=100
ROF=1
Projectile=Chemmissile
Speed=30
Warhead=Gas
Range=6.00
Report=ICBM

; Chemical Missile
[Chemmissile]
Color=DarkGreen
Image=MISLCHEM
Arm=2
Cluster=8
ROT=4
IgnoresFirestorm=yes
High=yes
Proximity=yes
Ranged=yes
VeryHigh=yes

; Poison Gas Cloud
[Gas]
Spread=512
Particle=GasCloudSys
InfDeath=1
ProneDamage=300%
Verses=200%,150%,100%,20%,0%


Where should I begin in order to obtain my goal? It seems whenever I change the warhead, the missile essentially turns into a dud. And any additions I make to [GAS] seem to do nothing. (I.E. I tried adding spawns of PEBBLE to it, and it failed)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 26, 2009 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

MrSeagull wrote:
I've been relying on SunEdit 2k, and just recently switched to INI editing.

i appreciate this step. It's definitely a step forward. Smile

1. There are 2 different Meteors in TS based on 2 different debris techniques: rules.ini debris and art.ini debris.
Rules.ini debris can be applied to buildings and units only as an additional explosion debris (for example DebrisTypes=TIRE) and that's why they don't work on keys which accept animations only (e.g. Explosion= on a unit or the more important AnimList= on warheads)
art.ini debris on the other hand are handled like animations.

In rules.ini you can find the voxeldebris METEOR01,METEOR02 and PEBBLE which are not suitable for what you want and are unused even in vanilla TS.
The meteors you sometimes see ingame are all art.ini debris like METLARGE, METSMALL, METDEBRI

2. Since you can add to the Warhead AnimList only Animations, simply add the art.ini debris.
e.g.
Code:

[Gas]
Spread=512
AnimList=METLARGE ;instead of an explosion anim a meteor is falling down, that spawns tiberium
Particle=GasCloudSys
InfDeath=1
ProneDamage=300%
Verses=200%,150%,100%,20%,0%


outgoing from this you should be able to create a new art.ini animation that spawns only tiberium (without the meteors falling down).
You should also create a new tiberium spawning warhead for the chemmissile, so the Gas warhead stays unchanged.

_________________
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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