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Robot Storm
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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sat Jul 02, 2011 1:27 am    Post subject:  Robot Storm Reply with quote  Mark this post and the followings unread

I just downloaded this mod for RA2 and I've seen pretty weird features, like a soldier that turns an enemy soldier into himself, and a structure that makes ore appear around itself...
Are these things possible in TS?

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 02, 2011 4:50 am    Post subject: Re: Robot Storm Reply with quote  Mark this post and the followings unread

The structure that makes ore appear is possible in TS.

http://www.ppmsite.com/forum/viewtopic.php?p=135860&highlight=&sid=b6cb09c4c27c544220a59a797eb63ba6

HZMPLAYS made a "Tiberium Seeker" It was nothing more the Limpit mine that when deployed spawns Tiberium. The code was post but it was hard to find as he post his whole Art and Rules.

Anyway heres HZMPLAYS' "Tiberium Seeker" code pulled from his art and rules.

Art.ini

[Add these to a bulding]
ActiveAnimTwo=DTSEEKER_A
ActiveAnimTwoZAdjust=-39
ActiveAnimThree=DTSEEKER_B
ActiveAnimThreeZAdjust=-39
ActiveAnimFour=DTSEEKER_C
ActiveAnimFourZAdjust=-39

[DTSEEKER_A]
Image=none
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=5000
Surface=yes
NewTheater=no
DetailLevel=1
;DemandLoad=true
TrailerAnim=TSPAWNS1
TrailerSeperation=1

[DTSEEKER_B]
Image=none
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=5000
Surface=yes
NewTheater=no
DetailLevel=1
;DemandLoad=true
TrailerAnim=TSPAWNS2
TrailerSeperation=1

[DTSEEKER_C]
Image=none
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=5000
Surface=yes
NewTheater=no
DetailLevel=1
;DemandLoad=true
TrailerAnim=TSPAWNS3
TrailerSeperation=1

[TSPAWNS1]
Image=none
Elasticity=0.0
MinZVel=7.0
MaxXYVel=40.0
ExpireAnim=none
Damage=0
DamageRadius=0
Warhead=Organic
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=0,0
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=10
TiberiumSpawnType=TIB12 ; Spawns Green Tiberium

[TSPAWNS2]
Image=none
Elasticity=0.0
MinZVel=7.0
MaxXYVel=40.0
ExpireAnim=none
Damage=0
DamageRadius=0
Warhead=Organic
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=0,0
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=10
TiberiumSpawnType=TIB2_12 ; Spawns Blue Tiberium

[TSPAWNS3]
Image=none
Elasticity=0.0
MinZVel=7.0
MaxXYVel=40.0
ExpireAnim=none
Damage=0
DamageRadius=0
Warhead=Organic
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=0,0
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=10
TiberiumSpawnType=TIB3_12 ; Spawns Blue Tiberium

Rules.ini

; *** Animation List ***

XXX=DTSEEKER_A
XXX=DTSEEKER_B
XXX=DTSEEKER_C
XXX=TSPAWNS1
XXX=TSPAWNS2
XXX=TSPAWNS3

; Replace XXX with next avable numbers.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jul 02, 2011 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes but in my experience art ini spawned debris tiberium produces in lesser amount notably but sadly in TS its the only way.

Mutation logic apart from visceroid spawn isn't possible in TS.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sat Jul 02, 2011 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another strange thing, a truck that deploys into a money crate.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 02, 2011 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you get money out of the truck that deploys into a money crate?

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Jul 02, 2011 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

TiberFCSL wrote:
Another strange thing, a truck that deploys into a money crate.


can this be done for TS too ?

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sun Jul 03, 2011 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope. It looks like it make use of CrateBeneath=true CrateBeneathIsMoney=true tags. These tags are not in TS.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 03, 2011 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
TiberFCSL wrote:
Another strange thing, a truck that deploys into a money crate.


can this be done for TS too ?

Singleplayer yes.
Multiplayer not really.

1. Clone a wall (e.g. GAWALL)
2. Then change in art.ini ToOverlay=CRATE
3. Let the truck deploy into the overlay

In SP this will always give you a money crate, in MP it's one of the random powerup crates.

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