Kinda...
But you need some different warheads/armorstuff
You change the images first, then make the anim do damage based on armor or something...look around, there was at least one post about damage/heal ore/tib in yr QUICK_EDIT
Basically you have to change things around so that only mutants have a certain armor type. Then you add an animation to the tiberium that heals that armor type and damages the other infantry armor types. _________________ Check out my FAQ and Modding Info Page.
Community Links Page http://www.dynamicsitesolutions.com/ QUICK_EDIT
I figured I'd drop by... I'm the one doing the weapon ini for Tiberian Fate, but I figured I'd do up the code for the tiberium too, since it's basically weapon-editing-territory.
Take a lookie, I hope Joey doesn't mind me sharing code:
Code:
[TibSiteWH]
Verses=100%,85%,-100%,-90%,-60%,-50%,0%,0%,0%,0%,0%
; N F P L M H W S C S1 S2
InfDeath=9 ;OMG I R MELTY LOLZ WTF MAKE VISC!!1one
Radiation=yes ;I'm Tiberium!!!!!
Code:
[TWNK1] ;tiberium damage omg
LoopCount=-1
RandomLoopDelay=80,170
DetailLevel=2
DamageRadius=10
HideIfNoOre=true
Rate=450
Warhead=TibSiteWH
Damage=1
AltPalette=yes ;dunno the original pallet so let's just use a unit one
Code inspired by Psycho the SW king and his "technician" tutorial (we're also going to employ his superweapon styles, but slightly modified in deployment method), to do the healing and not just the damaging. Basically I have it set up so infantry armor class 3 is for units that heal in tiberium; all tanks by default are going to heal in tiberium because lots of vehicle-animals heal in it and so do other things... so I figured I'd build in a scaled using the %'s... bigger stuff heals slower, ya know? ImmuneToRadiation= controls whether or not it's prone to tiberium effects. For units using tiberium ammunition, for example a sniper rifle, there is a secondary= on them that has a weaker version with a warhead with lower %'s for units for which tiberium damage wouldn't apply and thus simply the impact would be doing the damage, if that makes sense. That way you still do damage, but just a tiny amount. Other weapons, like a chem sprayer, have a version that doesn't want to target a unit that is tiberium-based... and another version with 1% versus levels that isn't considered naturally, so then it can heal up your own units or other's units if you really want to... playing around with the code a bit, I am
Now that I've given out tons of ideas and stuff... I have a tiny little question: How can I attach the ore ambient animation to all levels of tiberium? Right now it seems to only stick to certain cells of ore, and not others I tried setting the percent chance of a cell gaining a twinkle to 100% but that didn't help from what I could tell .. QUICK_EDIT
I've heard that won't work. Anyways, when I look close, I think I already see sparkles on the other cells... maybe I'm hallucinating it, but maybe those sparkles could be used too? QUICK_EDIT
Okay, looking at the ore, I notice that basically ALL the ore has twinkles. I have the ore itself invisible to confirm this. I can see my custom TWNK1 playing on certain cells, others have single-pixel sparkles. What is the entry or SHP file for these sparkles? Anybody know? QUICK_EDIT
i tried it, the rules and art ini's must be adapted big time, some things cant even be used. if you are cleaver, try to extract with XCC mixer the hva's and vxl's. some are can be used. the shp's are mostly unusable.
the codes of Tiberian need are not all good, there for you will need to get new coding. also the WH's are unusable (most of them are). _________________ We come in pease, SHOOT TO KILL SHOOT TO KILL!!! QUICK_EDIT
Posted: Fri Jun 25, 2004 1:06 am Post subject:
Re: Tiberian in YR?
Joey wrote:
Is it possible, to get Tiberium + Mutants + Damage + Heal, ect, into YR? Exactly?
wasn't this the question?
vehicle kind units are possible (tib --> RA2), but I failed with some of the infantery. some buildings are not extracted or dissapeared, so that I couldn't see the complete building in RA2... about damage, i dunno.
I hope this is better to understand =\ _________________ We come in pease, SHOOT TO KILL SHOOT TO KILL!!! QUICK_EDIT
Posted: Fri Jun 25, 2004 2:00 am Post subject:
Re: Tiberian in YR?
Mechwarrior94 wrote:
Joey wrote:
Is it possible, to get Tiberium + Mutants + Damage + Heal, ect, into YR? Exactly?
wasn't this the question?
yes
Mechwarrior94 wrote:
vehicle kind units are possible (tib --> RA2), but I failed with some of the infantery. some buildings are not extracted or dissapeared, so that I couldn't see the complete building in RA2... about damage, i dunno.
To get tiberium to work, get the twinkle animation to spawn a single particle (gas particle) that has a short lifetime, and make sure the warhead does negative dmage to one armour type and true damage to all the infantry armor types. The image should be invisible. Then you give the mutants the armor with negative damge so they heal, all other infantry get damaged.
The only problem with this is that infantry may end up going prone and crawling through the tiberium (which is probably not such a clever idea). QUICK_EDIT
Just a quick update; I did get this working, but sometimes people experience lag. I think this is due to the AI trying to find something to make, since right now we've stripped everything, because it doesn't always happen. Anyways:
We're using cellanims with particles here, to allow for healing.
Radiation is defined right now as TibSiteWH (can we define multiple warheads here?), and that will heal everything except the first two infantry armor classes. Vehicles are immune to rediation, and thus do NOT heal; but any beasties with vehicle armor of course can now heal also in tiberium if we choose to do that.
I've hooked this up to infantry death #6, and made a infantry generator that leaves a tiberium zombie when it fires.
Right now, the particle is short-lived but affected a LOT by wind, and the cellanim is only on 50% of the tiberium types; this way we can cut the CPU usage to, surprise, 50% of what it would've been. Also, things nearing a tiberium field will sometimes take damage, which is sorta more realistic.
Using similar code I've gotten veins working sorta, without the wind effect though so units standing on veins take damage only. Don't get up and dance, because this is a simulated tiberium type and in no way reflects the use of weed eaters. It's just an overlay.
Anybody want to see the actual code?
Edit: we also considered a particle-free system, with all tiberium-healing units just set to autoheal.. but that would cause issues and wasn't favorable. QUICK_EDIT
I would be glad to, Im not using acutal Tiberium anymore doesnt matter is just an image, but I am interested in how it actually works. _________________ Delirium.. QUICK_EDIT
Did I forget to mention that it might help if you made the twinkle anim trigger another anim or particle system that is invisible and does the same damage.
Does the radiation keep infantry from going prone?
Grah, my Rulesmd became corrupt; as soon as I get a backup from somebody else I'll put up our exact coding.
Kravvitz, I'm not sure what the lag issue was; maybe the fact it had to render multiple objects and calculate wind/position factors slowed it down rather than drawing the pixels, but it could've just been the AI trying to build stuff. The radiation stuff is just so we can create weapons that make a "temporary tiberium zone" that's tinted green and works as the tiberium fields do damage-wise, and it otherwise works like normal radiation would. This *might* cause balance issues with people using tiberium artillery to heal their units en masse... QUICK_EDIT
particle systems only cause lag if they don't disappear, a short lifetime (30 is good) will ensure graphical coolness but keep the game running nicely, hmm good ideas here. _________________ QUICK_EDIT
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