Posted: Fri Sep 25, 2009 4:50 am Post subject:
Tiberium Seeding
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? QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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
; 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) QUICK_EDIT
I've been relying on SunEdit 2k, and just recently switched to INI editing.
i appreciate this step. It's definitely a step forward.
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
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