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few mixed questions
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Sep 17, 2011 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
got some more #Tongue

22. referring to this topic and post:
--------------------------------
http://www.ppmsite.com/forum/viewtopic.php?p=435361#435361

if I cloned an infantry for example naming it [SOMEONE], and have for it
Image=CIV3 (which in art.ini has its own entry under [CIV3])
but mine unit [SOMEONE] does not have art.ini entry, thus no sequence but only uses image=civ3

would that cause from link above the bugs, or image= already
uses all required things from art from another infantry ?

23. on Modenc for EliteAbilities= it says these are possibly hardcoded
so if I remove them would that screw things up ?

24. this one is related to missiles that launch from nuke silo
example of [MultiLauncher]
it has Speed=35

what is max speed that can be set for these and can it be made
that either multi missile or chem missile fly to target extremely fast like 0.5 or 1 second after launch out of silo ?

25. could again apply to [MultiLauncher], or any weapon...
what is the max damage (Damage= ...) that actually works ?

22. Specifying Image= for an object in Rules.ini will make that object use all art.ini settings of whatever is specified after Image=. So no, it won't cause any bugs.

23. Removing EliteAbilities= from a unit shouldn't cause any problems at all.

24. 100 is the max speed.

25. I haven't encountered any limit; even 99999 will work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 17, 2011 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
24. this one is related to missiles that launch from nuke silo
example of [MultiLauncher]
it has Speed=35

what is max speed that can be set for these and can it be made
that either multi missile or chem missile fly to target extremely fast like 0.5 or 1 second after launch out of silo ?

There are 3 types of projectiles.
Homing projectiles (missiles), Arcing projectiles (cannons), and Instant hit projectiles.
Homing projectiles use ROT>0 and max speed is 100, which is still not an instant hit weapon.

Arcing projectiles use a hardcoded speed which is calculated according to the distance to target and the gravity setting.

Instant hit projectiles use Inviso=yes and take no time to travel to the target.

So in your case you might better use an Instant hit weapon anyway.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Sep 17, 2011 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

does game checks what comes out of nuke silo or I can indeed use instant hit projectile to go from it ?

and 1 additional may be stupid question...
but can RA2 voxels be used for TS without any conversion or special editing, as in just put them in mix?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Sep 17, 2011 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
but can RA2 voxels be used for TS without any conversion or special editing, as in just put them in mix?
Yes, RA2 voxels should work if you just put them to the correct .MIX.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Sep 17, 2011 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

...Or in the game dir.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Sep 21, 2011 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

got some more hehe

26. when playing skirmish maps and tiberium fiends (pig) is lying on tib field
are they then Neutral or Special house ?

27. I've noticed that only GDI house doesn't have SmartAI=yes, if I add it will it screw something ?

28. I've noticed that GDI AI shoots 90% of the times Ion Cannon on Construction Yard of enemy, but Ai.ini doesn't have
anything related to it so is there a way to reduce this for them to do it rarely on that same building ?

29. Regarding [JumpjetControls] I've also looked on modenc but these are unclear with bad description
what do they mean ?

WobblesPerSecond=.15 ; was .25
WobbleDeviation=40

and if I remove this: CloakDetectionRadius=3, will I have troubles ?

also, what needs to be edit or better to ask, what tag/value sets distance that determines
when will jumpjet unit walk and when lift up in air ?

30. Does Ranged=yes/no even have effect on Special weapon Missiles ?

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Allen
Pyro Sniper


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

PostPosted: Thu Sep 22, 2011 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

26 prob Neut

27 IDK

28 mine gose after Power Plants

29 is prob still using DeeZire description that are little help to TS modders. CloakDetectionRadius=? I would gess. You could just set to 0 if you don't want it to work.

30. Some how I don't think it will.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Sep 22, 2011 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Homing projectiles use ROT>0 and max speed is 100, which is still not an instant hit weapon.


I was once messing around with a homing projectile and made it fly directly upwards, much like the Nuclear missile appears to do in RA2. Think it had ROT=0, and possibly some other things. The missile flew up really fast and stayed in the air for a very long time, before eventually falling back on the building that fired it Laughing Maybe this combined with the reaper weapon burst logic could be used to emulate RA2 nuke?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Sep 22, 2011 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
28. I've noticed that GDI AI shoots 90% of the times Ion Cannon on Construction Yard of enemy, but Ai.ini doesn't have
anything related to it so is there a way to reduce this for them to do it rarely on that same building ?
AI Ion Cannon controls are located in Rules.ini.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Sep 22, 2011 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe, I'd be interested to know the coding you used to achieve such vertical flying upwards...

26) you could check the map if they are neutral or special and doggie ain't pig LOL.

27) Hasn't had an effect to my recall, presumably related to component tower use vs normal defenses placement but no conclusive study exists on its effects if any.

28 ) AIIonCannonConYardValue=100,100,100... and so on for other targets and these are percentages for each 3 difficulty states. do note, this not only affects ion cannon but every targeted superweapon as system is shared.

29) Wobbling is presumably the small bobbing up and down movement amount and how often it is performed. as for radius thing, you can try leave out or put 0 if don't want it.

You can't adjust the distance to decide to fly or walk, this is all done by locomotor seemingly(?) so ini wise no control for it.

30) I think LKO said if special here means superweapons they ignore range and thus this too as superweapons don't actually lock-on to target as target is just a coordinate to fly to, if target moves, it won't be hit in new spot.

and sure one can use RA2 voxels in TS but if used as is, they use wrong normals index but even so it seems to show fairly fine despite it.

Btw, most modders do this if do harm or not finding out by own trial & error so not necessarily everyone has done what you wish to try and sometimes you'd find out answer better just by trying it...

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Sep 22, 2011 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

many thanks for answers Very Happy
very much apreciated ^^

Quote:

Btw, most modders do this if do harm or not finding out by own trial & error so not necessarily everyone has done what you wish


oh its not about wishes, but many experts with big knowledge
"how" TS works here, I very much learned things from
what LinKueiOmniae always gives me examples and reasons
why something could crash or does crash game

sure I could remove things randomly #Tongue
then spend a week to find whats wrong Very Happy

also nowhere it says people "must" write answer if I ask
it is free will

I also do use modenc like Allen in past gave me link
but like in this case some things like for JumpJet this wobbles
were not really described for newcommers (like me) to understand what "it is"

I do many testings on my own too, so it is not lazyness in question also #Tongue

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Sep 29, 2011 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

time to add another #Tongue

I'd like Tiberium Fiend [DOGGIE] to have
his back spikes as they were ment to be, tiberium colored

I tried in its entry with Color=NeonGreen, didn't work
then I tried same with coloring of houses/countries
for both [Special] and [Neutral]

and none worked so far, which to me is bit illogical
because as their back is Gray as color of Neutral in game
and when added them as buildable by player they again change color

any insight on this matter ?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Sep 29, 2011 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tiberium spikes simply use the remapable color, which means the spikes will only be green when the house that owns them uses the green color. If you want them to always be green, you'll have to manually replace the remapable colors of the SHP with green ones (it shouldn't be too hard to do when you use the replace color tool and select to apply it to all frames).

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Sep 30, 2011 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah very nice, it finally looks good hehe (thanks)

btw, if anyone knows, regarding Cybrog Reaper,
was it really ment by CABAL it to shoot web and random rockets ?

from this pic

it doesn't look he had rockets in arms at all...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Sep 30, 2011 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
it doesn't look he had rockets in arms at all...


Those are indeed (mini-) missile launchers. Similar design can be seen on some modern, armed helicopters. I'm also pretty sure the Reaper was going to have a web launcher from the very beginning.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 30, 2011 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem with the ingame version is, that the arms are too thin and the FireFLH is wrong, which makes the missiles start from the body center instead of the arms.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Sep 30, 2011 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmmh
I find it quite... illogical that they made CABAL to mutate human life and give it multilegs to just turn it into real spider... and then
even attach missiles to it #Tongue

seems kinda low-minded/generic, especially because it comes from high AI CABAL

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 30, 2011 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Realistically thinking, Cyborg Reapers are more mobile on rough terrain types than other units and should even be able to cross certain terrain that other units can't.
So considering CABAL would have taken the harshly terraformed terrain into account while designing the unit, it actually does make sense.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Sep 30, 2011 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I ment more like attaching rockets and web on it #Tongue
this unit supposed to be like breakthrough if I recall correct
from that FS mission

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Fri Sep 30, 2011 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
I ment more like attaching rockets and web on it #Tongue
this unit supposed to be like breakthrough if I recall correct
from that FS mission

If I may add my own view of the story: Cabal's target was to assimilate/capture people to create more cyborgs. Rockets to shred open tanks and spider webs to capture them makes sense.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Oct 01, 2011 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

It just looks cool too. I love Reapers #Tongue

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Oct 24, 2011 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

here are 2 more Very Happy

1. why does Vulcan Tower (SAM upgrade too) has to have
Primary and Secondary weapon the same ?

2. how come if I let harvester harvest blue tiberium (or arboreus)
and only that one type

then blast it, it drops green tiberium out ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 24, 2011 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

1. PowersUpToLevel=1 is hardcoded to fire 2 bursts at the same time. Either using Primary and Secondary (can both also be different weapons which is quite cool) or if Burst=2 is present, only Primary.
Even if PowersUpToLevel=3 for the SAM upgrade doesn't has this special feature, it's sloppy WW ini coding.

2. Does it? I've never noticed that, as they often explode that violently that there isn't any tiberium left. Could be a hardcoded issue.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Oct 24, 2011 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
1. why does Vulcan Tower (SAM upgrade too) has to have
Primary and Secondary weapon the same ?

I've been wondering about this one. Is it hardcoded for the GACTWR or is it hardcoded to the building type WallTower with default GACTWR? Or is it something else?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 24, 2011 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

^^read my post above. It's the key PowersUpToLevel=1, that has the special logic attached.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Oct 24, 2011 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO Pretty much told you already... PowersUpToLevel=1 has special coding to it. WallTower= only accepts 1 building in that list and allows make upgrade art show. GACTWR itself has no hard coding what so ever.

Edit: I was slightly wrong, thx LKO.

Last edited by ApolloTD on Mon Oct 24, 2011 10:06 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 24, 2011 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

The special PowersUpToLevel=1 functionality works on multiple buildings and upgrades, not only WallTower listed ones. Wink TI uses this technique to give all GDI defense buildings a weapon upgrade.
The only thing that doesn't works is the logic, that the turret image changes. But the weapon of the upgrade replaces fine the one of the building and also applies the special PowersUpToLevel=1 logic.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Mon Oct 24, 2011 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
2. how come if I let harvester harvest blue tiberium (or arboreus)
and only that one type

then blast it, it drops green tiberium out ?

I'm pretty sure it's not always like that. I've seen blue Tiberium coming out of harvesters. I'm not sure if it's a certain condition or not. Also, I was playing unmodded, not-updated TS without Firestorm if I remember. So a lot of different factors to consider.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Oct 24, 2011 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO. Very Happy

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