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Veinhole parameters
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 04, 2010 12:01 pm    Post subject:  Veinhole parameters Reply with quote  Mark this post and the followings unread

Okay, I need some information about these four flags in the rules.ini [General] section:

Code:
VeinholeGrowthRate=300      ; Was 3000
VeinholeShrinkRate=100      ; Was 500
MaxVeinholeGrowth=2000
VeinDamage=5


The dilemma: A long time ago, I tried to replace the two first values with the ones commented out. The result was that all veins stopped spreading. IIRC, they did shrink with a decent speed, though. What's with these two flags, why could I not get them work and what exactly do the values stand for (seconds? minutes? etc.)?

Next, the third flag. What does the value 2000 exactly mean? Is it a time value or something else?

Last, the damage flag. What warhead does it use, and is it dealt constantly to the unit passing over the veins (because this is how it seems ingame)?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Apr 04, 2010 12:23 pm    Post subject: Re: Veinhole parameters Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Okay, I need some information about these four flags in the rules.ini [General] section:

Code:
VeinholeGrowthRate=300      ; Was 3000
VeinholeShrinkRate=100      ; Was 500
MaxVeinholeGrowth=2000
VeinDamage=5


The dilemma: A long time ago, I tried to replace the two first values with the ones commented out. The result was that all veins stopped spreading. IIRC, they did shrink with a decent speed, though. What's with these two flags, why could I not get them work and what exactly do the values stand for (seconds? minutes? etc.)?

Next, the third flag. What does the value 2000 exactly mean? Is it a time value or something else?


Hmm I'm sure Hyper will be able to help you better with this

However I do seem to remember changing the values to those original ones and it worked fine... however that was years ago I might be mistaken (sorry not much help)

Kinda wish weed clearer logic was still in TS so those old values could be viably used

Crimsonum wrote:

Last, the damage flag. What warhead does it use, and is it dealt constantly to the unit passing over the veins (because this is how it seems ingame)?

I'm guessing its this:

Code:
;******* Combat and damage rules *******
VeinholeWarhead=VeinholeWH

; ******* Warhead Characteristics *******
[VeinholeWH]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=0
Veinhole=yes

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 04, 2010 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I didn't even remember that warhead existed >.<

Anyway, in the game it seems like the damage dealt is much greater. Even a Mammoth Mark II, which has Strength=1200, is dead pretty quickly if left standing on a patch of veins. Maybe it's just that the damage is inflicted constantly.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Apr 04, 2010 12:40 pm    Post subject: Re: Veinhole parameters Reply with quote  Mark this post and the followings unread

Code:
VeinholeGrowthRate=300      ; Was 3000
VeinholeShrinkRate=100      ; Was 500

The smaller these values, the quicker it it grows/shrinks. I dunno in what time unit it is, but I guess frames.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 04, 2010 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure? I thought it's actually the opposite. Originally the veins were meant to spread a lot quicker, which is what Smiff also pointed at with the weed clearer logic (to counter the fast-growing veins).

EDIT: Yeah, you might just be correct. The values remind me of the Growth and Spread flags use on Tiberium types. The bigger the value the slower the Tiberium would grow/spread. It would at least explain why I didn't notice any growth.

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Last edited by Crimsonum on Sun Apr 04, 2010 12:45 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Apr 04, 2010 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I thought the same as you did (that big numbers meant faster spreading), but I noticed that the veins didn't grow at all. When I used smaller numbers, they spread like wildfire #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 04, 2010 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

This could be used for devastating effects on certain maps (:<

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 04, 2010 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

VeinholeGrowthRate=300
Defines the speed at which the veins grow. The value defines the amount of time that must pass before another growth phase starts, thus the lower the value the faster it grows.
The time measurement is the same as for the 4 different tiberium types, which use the keys Growth= and Spread= to define the speed at which a patch grows and spreads to adjacent cells.

VeinholeShrinkRate=100
Defines the speed at which the veins shrink (only used when the VHM is destroyed). If this is bigger than VeinholeGrowthRate, the veins can't disappear once a veinhole monster is destroyed, because they grow faster than they disappear.

MaxVeinholeGrowth=2000
Defines the maximum size a single veins field can become. The bigger this value the bigger the veinfield around a veinhole monster.
Note: each single VHM uses this to define its max size. It's not the global max amount of veins that can exist on a map.

VeinDamage=5
I'm not sure about the ROF (rate of fire) but i assume it's ROF=1. Thus even the quite low damage can seriously damage a MMKII.
Though it could also depend on the VEINATAC anim and the time it takes to finish a single loop.

Last edited by Lin Kuei Ominae on Sun Apr 04, 2010 1:05 pm; edited 2 times in total

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Apr 04, 2010 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting stuff I didnt realise that

I'm guessing the Weed Clearer would have been more useful for removing veins spread by meteors !? #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 04, 2010 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I just tested how a veinhole behaves on an empty map. It's quite interesting how the veins actually spread in random directions, and usually one patch of veins grows larger than the rest. This way the veinfield never grows into a circle.

The max. growth value is propably measured in cells, because I noticed that the veins only grew to a certain extent undepentant of the growth/spread rate values.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Apr 06, 2010 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting thing:
If you change just the strenght of the veinhole tree (not the onw which is commented out), the veinhole will spread extremly fast. Dunno why, though.. Its used on many online maps.
Maybe Hyper could help?^^

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