Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Sun Jun 26, 2011 11:13 pm Post subject:
Chem Spray Infantry with Weapon that spawn Visceroids. **
Chem Spray Infantry with Chemical Spray Weapon that spawn Visceroid Tutorial. Mk.II Update
The Chem Spray Infantry will use the WEED.shp seen in TibSun.mix but renamed since using the WEED.shp will not work with the Weed Eater WEED.VXL and WEED.HAV that also used [WEED] as unit in the rules.ini. The Chemical Spray Weapon is based off of
Visceroid spawning weapons Tutorial by djohe. http://www.ppmsite.com/forum/viewtopic.php?t=12257 . With this weapon you won't get a Visceroid to spwan with every Infantry killed, it's about 1 Visceroid for every 3 Infantry killed.
The attached ecache82.mix has the WEAT.shp (Chem Spray Infantry) and ChemBall.shp (Green Chemical Stream) needed. Should this attachment be lost. The WEAT.shp is just a renamed WEED.shp and CHEMBALL.shp is a recolor and rename of flameall.shp. Both are found in TibSun.mix-Conquer.mix
; *** Particle List ***
XX=ChemInfToViscPart
XX=ChemStreamPart
; *** Particle System List **
XX=ChemInfToViscSys
XX=ChemStreamSys
; *** Warhead List **
XX=ChemWH1
XX=ChemWH2
; ******* Infantry List *******
; Chem Spray Infantry
[WEAT]
Name=Chem Spray Infantry
Category=Soldier
Primary=Chemical
Prerequisite=NATECH
CrushSound=SQUISH6
Strength=125
Pip=green
Armor=none
TechLevel=6
Sight=5
Speed=4
Owner=Nod
SelfHealing=yes
AllowedToStartInMultiplayer=no
Cost=250
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=5 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
VeteranAbilities=FIREPOWER
EliteAbilities=ROF
; ******* Weapon Statistics *******
; Chemical Spray Weapon
[Chemical]
Damage=1 ;must be 1 for spawning
AmbientDamage=150 ; use this for the railgun loglic
ROF=45 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=3
Projectile=Invisible
Speed=1
Warhead=ChemWH2 ; Chem warhead dose not spawn Visceroids
Bright=no
Report=FLAMTNK1
IsRailgun=true ; must use this one. UseFireParticles=yes will not spawn Visceroids
AttachedParticleSystem=ChemStreamSys ; Green Chem Steam
; *** Particle Systems ***
; Chem Inf To Visc Particle Systems
[ChemInfToViscSys]
HoldsWhat=ChemInfToViscPart ; link to Chem Inf To Visc Particle
BehavesLike=Fire ; If you put Gas here a gas cloud will be left after the Chem Spray Infantry fires. Kinda of overkill.
; Chemical Spray Particle Systems ; Clone of FireStreamSys with new HoldsWhat=
[ChemStreamSys]
HoldsWhat=ChemStreamPart
Spawns=yes
SpawnFrames=4
BehavesLike=Fire
ParticleCap=1
Lifetime=30
; *** Particles ***
; Chem Inf To Visc Particle ; If Infantry is killed by this particle he dies with Visceroids spawned beacouse of ChemWH1 uses Particle=GasCloudSys.
[ChemInfToViscPart]
MaxDC=1 ;delay between damage
MaxEC=1 ;how long it is around
Damage=150
Warhead=ChemWH1 ; Warhead that kills Infantry and spawns Visceroids.
StartFrame=0
EndStateAI=1
WindEffect=0
BehavesLike=Gas
StateAIAdvance=3
DeleteOnStateLimit=yes
; Chem Stream Particle ; If Infantry is killed by this particle he dies with no Visceroids spawned. Clone of FireStreamPart
[ChemStreamPart]
Image=ChemBall ; Was Fireall
Deacc=0.01
Velocity=30.0
BehavesLike=fire
MaxEC=700
MaxDC=5
Warhead=ChemWH2 ; Warhead that kills Infantry and no spawned Visceroids.
Damage=3
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=FLAMTNK1
; ******* Warhead Characteristics *******
; Chemical Spray WarHead, Visceroid Maker. Chem Inf To Visceroids Particle
[ChemWH1]
Spread=0
Verses=12%,20%,8%,10%,20% ; Changing 12% up or down will increase or decrease the chances of Visceroids spawning.
InfDeath=2
Particle=GasCloudSys ; This allows the warhead to make Visceroids
; Chemical Spray WarHead for Projectile and Chem Stream Particle
[ChemWH2]
Spread=1
Verses=1%,20%,8%,10%,20%
InfDeath=2
Particle=ChemInfToViscSys
SCRN0005.png
Description:
Chem Screen
Filesize:
406.93 KB
Viewed:
30628 Time(s)
ecache82.mix
Description:
WEAT.shp (Chem Spray Infantry) and ChemBall.shp (Green Chemical Stream).mix file for Chem Spray Infantry with Chemical Spray Weapon Tutorial.
C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5! Last edited by Allen on Tue Jun 28, 2011 6:31 pm; edited 5 times in total QUICK_EDIT
Can you go more in detail how the weapon works ingame and also explain how each part of the code works and what it does? This is a tutorial forum and thus it should also explain how things work.
I also see some things that afaik don't work that well together.
1. The weapon uses a railgun to instantly do ambientdamage, yet the particlesystem ChemStreamSys behaves like fire which is slow moving.
2. The ChemStreamSys particlesystem should not be able to mutate inf to visceroids (as it's just a flamethrower clone).
3. Why are there 3 warheads? ChemWH3 should be actually enough and 1 and 2 can be imo deleted. Due to the particlesystem, shouldn't the weapon create the GasCloudSys from the ChemWH1 anyway, because the firestream logic overrides afaik the warhead and disables the Anim and Particlesystem of the warhead.
4. NextParticle=GasCloudD1 on the ChemStreamPart should actually cause an IE, since this key works afaik only on BehavesLike Web and Gas.
For now i move it to the modding forum as this is only a code example and no tutorial. When you have it edited/finished, i'll move it back. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Jun 27, 2011 7:25 pm Post subject:
1. So? It helps make the Visc spawning "random".
2. Ture, It's for looks and give damage. With out it Visc would not be "random" as with out it the only thing doing damge would be the visc making Warhead. The ChemInfToViscPart and ChemInfToViscSys do the visc making.
3.[ChemWH2] can be removed as [ChemWH1] is about the same. One must stil have 2 WarHeads. 1 for the Particle=ChemInfToViscSys and the other has Particle=GasCloudSys for Visc spawning.
4. NextParticle=GasCloudD1 on the ChemStreamPart dosn't cause an IE with my code. It seems to not have any use so I will remove it.
I updated the first post with cleaner code. I'm also attaching complete Art and Rules that you to try so you will know that my coding is fine. You will need the ecache82.mix also.
This is still only a code example and no tutorial. A tutorial has explanations for the things it shows.
Allen wrote:
1. So? It helps make the Visc spawning "random".
Don't explain it to me. Explain it for users who don't have a clue about particlesystems, ambientdamage weapons, warheads etc.
For a newbie it's absolutely inexplicable how much damage the weapon does and thus a horror to balance. You should also definitely explain in detail what does damage, how much and in which order (first ambientdamage, then chemstream, then inf2visc or viceversa???).
Allen wrote:
2. Ture, It's for looks and give damage. With out it Visc would not be "random" as with out it the only thing doing damge would be the visc making Warhead. The ChemInfToViscPart and ChemInfToViscSys do the visc making.
Due to the ChemStreamSys, are the IsRailgun=true and ambientdamage keys wrong and useless afaik. Ambientdamage isn't used (iirc it isn't working for this particlesystemtype) and instead of IsRailgun=yes you should have used UseFireParticles=yes.
Allen wrote:
3.[ChemWH2] can be removed as [ChemWH1] is about the same. One must stil have 2 WarHeads. 1 for the Particle=ChemInfToViscSys and the other has Particle=GasCloudSys for Visc spawning.
GasCloudSys is not used due to the Firestream logic that disables the warheads particlesystem and anims. Thus it's also not responsible for the inf2visc mutation. The cause for the mutation is the BehavesLike=Gas key on the ChemInfToViscPart Particle.
Sorry, but for a tutorial you should really know what you're doing and post some code without any redundant keys.
Allen wrote:
4. NextParticle=GasCloudD1 on the ChemStreamPart dosn't cause an IE with my code. It seems to not have any use so I will remove it.
I updated the first post with cleaner code. I'm also attaching complete Art and Rules that you to try so you will know that my coding is fine. You will need the ecache82.mix also.
ChemWH3 is used on the weapon now, but deleted from your code example in the first post.
In your inis is ChemWH2 not listed in the Warheads list. ChemWH1 is also having the GasCloudSys which is redundant. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Tue Jun 28, 2011 4:08 pm Post subject:
Look... It may have some useless and/or redundant tags but it work just farking fine in game. Your more the welcome to clean up the code tell it meets your standards of a useless and/or redundant tags free code but all I give a flying fark about is that it works and that useless and/or redundant tags are just that, useless and/or redundant tags the have no effect on how it works.
Oh and...
Fix the ChemWH3 is used on the weapon in first post it was to be ChemWH2 _________________
Now you look... I was only polite and pointed out what was missing, so there is no need to drop the niveau.
If you don't care what happens to the person using and following your "code example" (yes, it's still no tutorial), then you should think twice before posting a tutorial. Because with this attitude you help no one, and that's what it's all about in this case.
The rules might also not exactly describe/define what a tutorial is, so i indeed also use my own understanding of a tutorial, which is to teach someone about a certain theme. This may of course use a code example as a way of illustration, but not only a simple block of code which also isn't 100% correct. Yes, i do differentiate between a correct code and a few times tested, seemingly working one.
I also have shown you quite exact which points can be improved and by doing this i'm sure i put more work into this topic than you by copying the code out of your inis.
And may I remind you that it's not me who wanted to post a tutorial, but you, so you should do the necessary changes to accomplish that task. And if you don't care to put that necessary work into this topic, then don't sulk if this isn't in the tutorials forum anymore. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Anyway, agreed with LKO, it's good to see someone bringing some life to TS modding with tutorials but you're over defensive attitude is a bit uncalled for as LKO was helping YOU to improve the quality of the tutorial to make it an actual tutorial and not just some copy and pasted code. With careful and proper explanations others will actually learn why particular keys / flags / tags are used as that's the point of a tutorial, to teach people how to do things. This will currently teach people how to copy and paste code. Good Luck! _________________ QUICK_EDIT
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