Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Jan 07, 2008 9:39 pm Post subject:
Chem missile research
I did some chem missile experimenting, but didn't make any success..
I thought I'd post up the results just so no one else wastes their time trying what I did
First I tried made an effort at making Weed eaters harvest tib to use for the chem missile.
I tested anything that came to mind, as an alternative to eating weeds.
For some of these, it's almost obvoius it wouldn't work, but I decided to give it a go just incase..
Tib Test 1: commented out ;weeder=yes and put in Harvester=yes for the weed eater
Result: Weed eater couldn't dock with NAWAST, but could unload tib into a refinery just like a harvester
Tib test 2: made the Chem Special AuxBuilding=GASILO instead of NAWAST
Result: chem misile didn't charge even when all tib silos were full
Tib test 3: Changes to [NAWAST] - commented out ;Weeder=yes, added Refinery=yes DockUnload=yes
Result: Weeders still couldnt dock w NAWAST
Tib test 4: Cloned entire [PROC] entry and called it [NAWAST], while commenting out original NAWAST code
Result: Chem didn't charge
Tib test 5: Repeated test#4, but with Weeder=yes in the [NAWAST] code
Result: Harvs would dock and unload into the waste facility (and deposit money too), but it wouldn't show any tib being stored. Harvs could not automatically dock here w/o micromanagement
Tib Test #6: Repeated #5 with Weeder=yes on both the NAWAST and WEED
Result: same as #5
Second, testing usng Ammo= and reload= tags
Ammo Test 1: made Ammo=5 and Reload=1
Result: pretty predictable.. was loaded, no chem _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
i think the problem is the [General] key WeedCapacity= that doesn't gets loaded if you harvest anything else than veins. And the missile seems to look at this value if it is fully loaded.
And the weed storage logic is also different to the normal tiberium storage logic.
If you build 5 waste facilities you'll see that they don't sum up their capacity, but share all together 56 bails according the weedcapacity value. If one is full, all of them are full. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yeah i did something similar to this, but of course it didn't work. I don't even remember what i was trying. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Is there any way to change the chemissle into a reload thing, like the normal missle? So that you say, that it needs 8 mins to load? Or is it impossible to add it to a modified map? _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
removing AuxBuilding and ManualControl from [ChemicalSpecial] and a higher RechargeTime should do the job. _________________ SHP Artist of Twisted Insurrection: Nod buildings
is the removing of the aux building important? I wanted it so, that you need the chem facility, but so, that you dont need to harvest veins... Is ther a possibility to make it so? _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
yes it is, do what Lin Kuei Ominae said. Then just take SuperWeapon2=ChemicalSpecial off the missile silo and put it on the weed facility (take out the 2 so that it is superweapon=chemicalspecial) and that way it makes it so that you need the facilty to use it... except it will be launched from the weed facility, so you must add NukeSilo=yes or else you will get a nasty IE when you try to launch it. _________________ Please, read the signature rules of the forum. QUICK_EDIT
I thought 2 buildings with NukeSilo=yes don't work.
That's why i think it isn't possible. Maybe it works with AuxBuilding and removed manualcontrol, so it searches for the waste facility but not for the veins storage state. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Thu Jan 10, 2008 3:57 am Post subject:
Did you try adding these lines to all the tiberium overlays? I can't remember if it works or not and I don't have TS installed to try. These are the only two unique lines in the veins code:
IsVeins=true
Land=Weeds ; Of course, this'll probably just affect the movement speed of units crossing it _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Add this to Tiberium, so the weeder also harvest Tiberium? Hmmmm, interesting idea... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
What about adding Harvester=yes and simply leaving Weeder=yes alone? what would that do? (I'd test it for you, but I just hardcore crashed my computer and I'm just happy to be using it again) QUICK_EDIT
I'm able to make a other building to lauch a super weapon. (The old temple, fo exemple) It work for hunterseeker, and all gdi superweapon, but not for the Nod missiles.
Is it possible to make an other buiding as the missile silo to be launcher of missiles. I'm searching for long time in the rule.ini file...
From what I've heard, there can only be one structure with NukeSilo=yes, and that's why the Missile Silo launches both the Multi and Chem missile. So it'll only work if you comment out NukeSilo=yes on NAMISL. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
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