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Insomniac
Vehicle Drone


Joined: 09 Jun 2012
Location: Lost in the corn fields

PostPosted: Mon Jul 09, 2012 9:51 pm    Post subject:  More Questions
Subject description: My curiosity WILL be sated...
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1. Has anyone made a mirage tank in TS? I'm curious if anyone has been able to make one...

2. Is there a tutorial for basically adding a new version of an existing superweapon (like a burst fire ion cannon)?

3. Can a type of veins count for less towards the chem missile, similar to how types of tiberium count for more money?

4. Can someone direct me to a tutorial for putting in a building animation? For some reason my little placeholder one will not work...

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Jul 10, 2012 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

1) I don't think this is possible, but I'm not sure though.
2) You can't. You can clone it by using an unused action, but if you change the beam animation all ion cannon SW will be affected.
4) Just use the building's shp as the placeholder buildup, ie;
[GACNST]
Buildup=GACNST

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Tue Jul 10, 2012 3:34 am    Post subject: Re: More Questions Reply with quote  Mark this post and the followings unread

Insomniac wrote:
3. Can a type of veins count for less towards the chem missile, similar to how types of tiberium count for more money?

IIRC, the value and requirement of veins is globally set (because there was only ever one type of veins in TS), so no.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Jul 10, 2012 4:38 am    Post subject: Re: More Questions Reply with quote  Mark this post and the followings unread

Insomniac wrote:
1. Has anyone made a mirage tank in TS? I'm curious if anyone has been able to make one...



The nearest thing you could do is make a tank which deploys into a building with a tree image, it wouldn't be as good (no tree variation).


Insomniac wrote:
4. Can someone direct me to a tutorial for putting in a building animation? For some reason my little placeholder one will not work...



Do you mean ActiveAnim or BuildUp? Make sure it's correctly listed in the AnimList.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jul 10, 2012 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Buildup does NOT need to be listed on the Animations list. Because Buildup is NOT an animation but a direct filename.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Jul 10, 2012 9:35 am    Post subject: Re: More Questions Reply with quote  Mark this post and the followings unread

Morpher wrote:
Insomniac wrote:
1. Has anyone made a mirage tank in TS? I'm curious if anyone has been able to make one...



The nearest thing you could do is make a tank which deploys into a building with a tree image, it wouldn't be as good (no tree variation).


Or make an ActiveAnim that has several trees in them. Use Rate= to slow the animation.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 10, 2012 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I think constantly switching (even very slow) trees would be more obvious, than a single fixed image.

It might be also better to use one of the debris to camouflage the unit.

A big problems however is, that you have to keep it selectable (to give it further orders), while trees and debris are non-selectable.
So it would be very easy to find the unit, by simply moving the mouse over trees/debris. As soon as you get the select cursor, you know you found it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jul 10, 2012 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

does TS not have tree attack cursor?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 10, 2012 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can set TreeTargeting=yes in the [CombatDamage] section, but default is "no".
Trees are only via force firing a valid target.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Jul 10, 2012 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible to make the vehicle appear as a tree when it's not moving by using the WalkFrames, StandingFrames, etc keys? The vehicle would have to be an SHP though.

If you went with the vehicle deploys into a tree "building", you could fix the attack cursor problem by giving the building LegalTarget=no. Then you'd get the no action cursor over it as you do with real trees. Even the AI would kinda behave as if it didn't know the tree was a unit, since it wouldn't automatically attack them, only if it attacked them. Though it might be possible to abuse the AI with it, but I think if the AI has once targetted the vehicle form it will continue attacking the tree form if you deploy it, even if it has LegalTarget=no.

EDIT: Wouldn't really fix the selection cursor problem though.

EDIT2: Anyone ever tried out the AltImage key in art.ini? Would it be suitable for this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 10, 2012 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

AltImage isn't working afaik. I did a few tests with it in the past and neither on vehicles nor on buildings or any other type it changed anything.

Using the Standingframe would be a good alternative too.
NoAutoFire=yes should be then used, so the unit isn't trying to attack on its own. Else the walkframes would be visible when it turns towards a target.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jul 11, 2012 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

AtImage= wont be noticed by the player using it. From my understanding, its a tag used to allow the enemy to see an alternate image. Meaning they wont see what you see. But also have heard it causes recon issues in online/lan games.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jul 11, 2012 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

We're aware of what AltImage is supposed to do, but I know it's not working because the AI's buildings/units didn't use the AltImage I specified either when I tested it.

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Insomniac
Vehicle Drone


Joined: 09 Jun 2012
Location: Lost in the corn fields

PostPosted: Wed Jul 11, 2012 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Not sure if that would work, someone would have to test that out more thoroughly than I did, pretty sure I did something wrong trying to turn Umagon into a tree when she stands still...although more could be done with this if it does work (tiberian fiend turning into a patch of tiberium that blends in better? small buggy that turns into a tank?)

2. There is at least a way to add a new superweapon, correct? If not, then my dreams have been crushed Sad

3. Figured as much, o well

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 11, 2012 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:


1. Not sure if that would work, someone would have to test that out more thoroughly than I did, pretty sure I did something wrong trying to turn Umagon into a tree when she stands still...although more could be done with this if it does work (tiberian fiend turning into a patch of tiberium that blends in better? small buggy that turns into a tank?)


I tested it on a new mutation for TI a while ago. The mutation had the image of a standard rock overlay during it's standing frames and it worked fine. Granted it may look a bit odd with the sudden transition from a rock/tree to a unit, but that's the closest you're going to get to a mirage tank of some kind.

Quote:
2. There is at least a way to add a new superweapon, correct? If not, then my dreams have been crushed


Not without ETS (which is really buggy) or HyperPatch (which is still in development).

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jul 11, 2012 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
2. There is at least a way to add a new superweapon, correct? If not, then my dreams have been crushed.

Quote:
Not without ETS (which is really buggy) or HyperPatch (which is still in development).


Plan is to include a clone of each of the stock Supers, and some new ones along side it too. I plan to have lighting controls too.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jul 11, 2012 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Insomniac wrote:
2. There is at least a way to add a new superweapon, correct? If not, then my dreams have been crushed


Not without ETS (which is really buggy) or HyperPatch (which is still in development).

Actually, it's possible to add an infinite number of new SWs using EMPulseSpecial.
To do this, just give SuperWeapon=EMPulseSpecial to the building you wish to fire your SW and then also give it Primary=, followed by the weapon you wish to be used as the SW.
When you do this,the name, charge voices, mouse cursor and cameo that'll be used for the SW will all be those that are specified for EMPulseSpecial, but when you fire the SW, it'll fire whatever weapon you've specified after Primary= (and this weapon can be anything you want).

The only obvious downside of this is of course that several SWs will have to share the same the same properties and when you have multiple buildings that use EMPulseSpecial as their SW, only the one that's closest to the target will actually fire. So this works best when you don't give any faction more than one building that uses EMPulseSpecial as its SW (or if you do want to give a single faction multiple SWs that make use of EMPulseSpecial, make sure only one of them can exist at the same time by attaching them to an upgrade which has to be placed on a building that has a build limit of 1).

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 11, 2012 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Actually, it's possible to add an infinite number of new SWs using EMPulseSpecial.


I am aware of that, but it's cloning an existing super weapon rather than creating an all new one and has it's side effects such as the obvious ones that you mentioned.

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Insomniac
Vehicle Drone


Joined: 09 Jun 2012
Location: Lost in the corn fields

PostPosted: Thu Jul 12, 2012 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Eh, screw it. Hopefully a version of HP will be released that solves the SW issue...Until then, I can at least work on other stuff...Like Diablo 3 Very Happy

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