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My Question Vault, may you help me out?
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Thu Jan 12, 2012 10:38 pm    Post subject:  My Question Vault, may you help me out? Reply with quote  Mark this post and the followings unread

I am still quite new to modding TS and I encounter questions which I can hardly find a solution for. So I would like to ask them here.
I read Banshee's Barrack post about the rules here, if I understood him correctly I can do that here. I will try to find solutions first and wont bug you with simple stuff.
I will post new questions every now and then here. I encounter such ones all the time. I will edit this post and write the solution beneath when its found.

1. Spaceships, I got the voxels and know how to implement them, but how would I ake them fly significantly higher than normal aircraft? And is there something important to know about flight level as max height or errors with weapons?

2. When a building comes with a free unit the minimum cost is always the price of the free unit.
How to avoid this? This breaks my Supply Truck which should be sold at the repair depot and comes with a building.

3. How do I add buildings in general also such which I didn't do myself, they are always invisible but selectable.
I was able to add LKOs Mechfactory correctly (I praise you everytime I look at it for it having the code by you).
I had especially no luck with Creagnors MABNKR and CABRADR although he did include code I could only make MABNKRs turret display and as for CABRADR well it shows the GDI radar dish.

4. Cyborgs, I saw that I can make other infantry a cyborg too and that they will then also get emp'd.
How can I make them become a crippled cyborg? And while we are at it what does the Berzerk=yes do?

5. My custom sounds sometimes get cut when theres another sound playing. Like 2 different units shooting.
I believe its about the Priority=x tag but which value is best?

6. Weapons with burst, how do I make only the first shot make a gunsound?
I believe the Reapers missiles have this. Also my last 2 bursts are always fast ones like: - - - - --

7. Prism weapon, I failed at doing something similar, giving it more explosions does not work out they don't spread, I guess Prism tank weapon is special for RA2 but can something similar be done in TS?
Maybe with the Reaper missile when set missile speed to 100 so that they spawn when the laser hits.

8. Demo truck as in RA2 generally explosions that wipe an area out?

9. The firestorm animation not going vertical but horizontal for an epic devil tongue?
The ion cannon horizontal?

10. How to make the end of a skirmish longer when YOU HAVE WON/LOST appears? I have a victory theme of 17seconds and would like it to fully play and not get cut by the highscore.
The Victory Theme http://www.moddb.com/mods/orange-touch-up/videos/victory-theme#imagebox

11. I cloned E2 the disc thrower, he got a different weapon but sometimes when I edit something not related to him hes equipped with the standard grenades.
The code for him and his weapon projectile warhead is clean.

12. Not really a question more a recruiting. Would you be interested in doing some SHP? I'd got a few units I would like to have. Mostly a tank or infantry that looks like The almighty Cornholio.
Also a laser fire that fits the Shoop Da Whoop Core defender. I got a few more requests and Ideas. Some traditional C&C and some Easteregg ones.
Oh and the Photon Man and Villager and many many more. Also mappers are welcome. Would be nice, It would really aid and enhance the mod.

13. Got some sound you'd like to hear? I always look for good quotes and gunfire.
My shotgun got the gunsound from DOOM.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 13, 2012 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

1) as you said FlightLevel is the key to make them fly higher.
Afaik there are no side effects, except maybe bad usability if the unit is flying 2 screens higher than the cell it occupies on the ground.
Flyingheight is also considered in weaponranges. So a very high flying unit might be unable to shoot on ground with a low range weapon, or AA weapons might not be able to shoot at the aircraft.

2) Can't be avoided.
If the Freeunit costs more than the Building, the price of the FreeUnit is used for the construction. When the Building is sold, the half of the price of the building is used.
If the Freeunit costs less than the building, the price of the building is used for the construction and selling.

3) don't forget to add the art.ini entry as this tells the game how to use the graphics (shps). You can use a copy of an existing building for that and simply adjust the keys and section name to fit your new SHP.
make sure the shps are in an ecacheXX.mix file (XX=02-99)
The newbie guide in modding might also help you further.

4) Cyborg=yes tells the game to use the prone/crawling frames of the infantry shp for the cyborgs second damaged stage. If you apply Cyborg=yes to a normal infantry, you would see the infantry lying on the ground when damaged. To make them crippled, you have to edit the shp and change the frames so it looks damaged instead of crawling.
Berzerk is a global key, which makes all Cyborgs go crazy if set to yes. Cyborgs will then attack randomly also friendly units and ignore orders like move.

5) Hard question as there is a hardcoded issue with the sound playing routine which can't be fixed and has always problems playing multiple sounds at the same time. There simply not enough channels for playing many sounds.

6) Not possible. Each burst fires the gun, thus also plays the firing sound.
The Reaper uses a special 2-stage weapon logic. It fires 1 projectile which then splits into 2 projectiles.
There is a key BurstDelay which adds a custom delay between the bursts. But only up to BurstDelay4 works. So with Burst=6, the last two shots can't be delayed a bit and fire fast after each other.

7) a splitting laser is entirely impossible. but you can use Cluster= on the projectile to create multiple explosions at random places around the target. (see ChemMissile for how this works)

8) Not possible, except via a special art.ini explosion which spawns lots of debris.
Read the tutorial Animations and art.ini debris to understand how this works. Wink

9) Change the SHPs. Not possible via changing the inis.

10) rules.ini 's comments are your friend Very Happy
Code:
SavourDelay=.1      ; delay between scenario end and ending movie [keep the delay short]

Though not sure if that is really working the way you want it and if it isn't causing any bugs with longer delays.

11) Not sure. Probably a messed up ini because of TibEd.

12) You can post requests in the media hut in the Graphical Requests Topic, but almost all people capable of doing such things are already busy working for other projects. So best and faster would be if you learn how to create such things yourself. Wink

13) you can upload sounds in the sounds forum. But be sure that they don't violate any copyrights.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Jan 13, 2012 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, thats some massive knowledge incoming there. Thank you a lot that is really helpful. You earned another honorable mention in my readme.

About 8. I thought I saw a RA2 nuke for TS here. must check.
*EDIT http://www.ppmsite.com/forum/viewtopic.php?highlight=nuke&t=7692 I will try this out.

;nuke anim:
[NUKEANIM]
UseNormalLight=yes
Spawns=NUKEDEBRI
SpawnCount=500 ;just a second shock wave...
Damage=5000000 ; really high
DamageRadius=9999 ;really high
Warhead=HE

10. This is so cool. People will stand up and dance if they won and go to bed in shame if they loose.

11. yes most likely a Tibed bug. Funny it changes back when I clone the unit and its weapon. I checked the code at some non-Tibed TS directories and it worked out.

13. music is made by me or not longer than 29 seconds if ripped from a song or free to use.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Jan 13, 2012 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got one more that is bugging me since long but forgot to list up:

14. How to give the AI more or unlimited cash without affecting the player? It goes broke so soon and then after 8 minutes does not attack anymore just turtles. I believe it is running out of money. even with 50000 starting cash. It doesn't build that much stuff and got many harvesters tough. I set the AI to be very aggressive and it stays so for some minutes (about Cool

I thought of cloning every unit and structure and reduce its cost and make the AI use these instead. But if there's a more easier way that would be much appreciated.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jan 13, 2012 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Increase [General]MultiplayerAICM= to some overly high numbers.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sat Jan 14, 2012 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

to 2:
you could let the fgreeUnit deploy, too, and selling it, then. With some combined keys that should work...

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Sat Jan 14, 2012 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

What do you do with the first building? If you sell it you get too much money, if you have to destroy it yourself thats just meh. Having a unit spawn with a building then deploy it into a building that spawns another unit just to sell it again to get some $$$ isn't very practical. But thx nonetheless Smile

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Mon Jan 16, 2012 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

15. How to add a Victory/Defeat music at the end of a skirmish and mp match? I got the Music and I got it to work as an units voice but were to apply for that V/D? If only there was a Playwhenvictorious=yes tag.

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