Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Thu Jan 24, 2013 12:22 am Post subject:
[TS] Tesla Tank (RA2 conversion)
Subject description: Kane isn't happy with his army, So he made this tank.
So, i took out Telsa Tank from Red Alert 2 and remapped it to Tiberian Sun style and recolored it to Nod side theme. I gave it a code name "Shockwave" but it is still a telsa tank. So, hope you guys enjoy it.
I'm still deciding if I should add ion storm warhead to telsa tank when it attacks their target. Should be interesting (However, I don't know how to add ion warhead to it yet, still figuring it out)
Can someone make a tesla attack for this? I found that there is no tesla attack at all for TS available, apart from one where the creator states that it causes errors.
The tank ain't bad, really. May needs some other turretoffset to get the tur in the middle.
If its taken straight out of RA2 without any resizing the tank will be much bigger than all other tanks in TS. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
You mean this? It's just being an SHP railgun. You can't do better, because there are no other tags in the game which would allow. (you should use UseSparkParticles instead of IsRailgun and Damage instead of AmbientDamage, since Tesla ain't a Railgun anyway)
You could try an invisible missile with Speed=100, Trailer=TESLAZAP TrailerSeparation=1, but that will look much worse. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Thu Jan 24, 2013 1:26 am Post subject:
OrangeNero wrote:
Can someone make a tesla attack for this? I found that there is no tesla attack at all for TS available, apart from one where the creator states that it causes errors.
The tank ain't bad, really. May needs some other turretoffset to get the tur in the middle.
If its taken straight out of RA2 without any resizing the tank will be much bigger than all other tanks in TS.
I resized it, so it is about the size of harvester.
And oh, about those telsa bolts. Well, its close. But I'm thinking about ion storm warhead, to fit the tiberian sun theme and not just red alert cartoon style. _________________ Mod Leader and founder of World Domination
Last edited by Zero18 on Thu Jan 24, 2013 1:36 am; edited 2 times in total QUICK_EDIT
Hmm I think its possible. If you have a burst weapon with many bursts in short intervals and a long reload. The projectile would have to be something like the EMP anim for emp'd vehicles. A high projectile speed and 100 ROT. The anim could spin around like the RPG shot in the UMP mod. Well it would be worth a try I think but sadly I am no SHP artist. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Thu Jan 24, 2013 1:44 am Post subject:
Well, take a look at Ion Storm Warhead. It attacks vertically, if it is possible to take it out and make it able to shoot across horizontally. Then it will be a completely new warhead. (Perhaps it should function like laser? To make the warhead range size reality) At least, it can have a tag of bright to make the warhead bright when it strike the target which actually looks very cool in tiberian sun enviroment when it is dark and night time. If it can be done, then it will be so worth it because it will fit TS perfectly.
I personally disagree with having railgun system for telsa warhead. It is pretty much buggy to me and forces the attacker to wait for the attack to complete before firing other attack. _________________ Mod Leader and founder of World Domination
@GD: TrailerSeperation doesn't work on projectiles. Only on normal anims.
@OrangeNero: A high speed projectile is only shown/rendered at 1 or none points at all between unit and target. Thus the projectile isn't shown and it also doesn't leaves any trailer anims behind. You would have to make the projectile very slow, so a continuous line of projectile/trailer anims is shown and such a slow moving electric arc would surely look bad.
@Zero18: IonStorm lightnings are rendered by the engine. There is not a single ini-key and way to create them on a custom weapon, especially not horizontal.
Railguns with BehavesLike=Smoke on the particle are the only way in TS to create something looking close to a tesla zap.
You can make the weapon able to shoot faster again, if you reduce the MaxEC value in the particle. Then the particle lifetime is shorter and it can shoot faster again (the short lifetime would also fit to tesla zaps) .
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 24, 2013 10:24 am Post subject:
Lin Kuei Ominae wrote:
@GD: TrailerSeperation doesn't work on projectiles. Only on normal anims.
Uh-huh then that's Trailer/SpawnAnim combo what I meant. I always mix the two, since they do the same. _________________ "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
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
What about the chronosphere anim from RA2. Cover the whole tank in it with the firinganim and then let it fire white lasers with a warhead anim being some tesla zap impact... ah I give up.
I didn't know the resizing works for reducing a units size? Cool gotta look into that there are many tasty RA2 assets. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 24, 2013 1:09 pm Post subject:
OrangeNero wrote:
I didn't know the resizing works for reducing a units size? Cool gotta look into that there are many tasty RA2 assets.
HVA Transform or Voxel Bounds... both works, duh. _________________ "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
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Thu Jan 24, 2013 6:53 pm Post subject:
Yeah, I normally resize the ra2 units down by 10% to fit TS unit size style and it looks fine to me. _________________ Mod Leader and founder of World Domination
I got a new idea for the Tesla attack in TS. How about the Titan gun 120mm with a firing anim that resemble the lightning? The unit would need a quite high minimum range tough and the length of the lightning would have to fit to the weapon range. It would have to be done like the Vulcan fire anim having facings.
This idea any good? _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Not really
1. Firing anims allow only 8 directions. It would almost always shoot slightly to the side of the target
2. Firing anim would have a fixed length. Unless you set Range=x and MinimumRange=x so it can only shoot on that exact range, not farther, not closer, you would end up with an anim that often stops before it hits the target or shoots beyond the target.
Thus it would only work for very short range tesla bolts (range<=3), where the issues aren't that prominent. For longer ranges you would see more and more the mentioned problems. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Hyper reported that he is working on implementing the tesla bolt effects from RA into the TS engine. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yes, but i think he's quite busy IRL, thus progress on HP is slow.
Not sure if you can help. If you can write assembler and have Hypers database then maybe. Better ask him about that. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Not really
1. Firing anims allow only 8 directions. It would almost always shoot slightly to the side of the target
2. Firing anim would have a fixed length. Unless you set Range=x and MinimumRange=x so it can only shoot on that exact range, not farther, not closer, you would end up with an anim that often stops before it hits the target or shoots beyond the target.
Thus it would only work for very short range tesla bolts (range<=3), where the issues aren't that prominent. For longer ranges you would see more and more the mentioned problems.
I am quite sure that these problems could be not fixed but tricked. You know how the Obelisk in Tiberium wars misses before it hits infantry? The tesla lightning can be animated so not one bolt but a series of bolts hitting the whole cell of the target. Add some splash damage to it with your web technique and then you can attack a 3x3 cell radius. The minimum range isn't problematic, the unit automatically turns back and keeps firing. Add to it the Railgun damage and there you have it.
Also the tesla bolt doesn't has to hit like in RA2 it would be still visually appealing if it sparks over it hitting the area rather than the target.
As you know I am terrible at SHP so yea I can't do it. Atleast not yet.
Shitty 30sec paint image incoming:
_________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Thu Feb 07, 2013 10:58 pm Post subject:
Lin Kuei Ominae wrote:
Hyper reported that he is working on implementing the tesla bolt effects from RA into the TS engine.
Woot!
And it will be possible to add charge up animation to telsa bolt to make it more realistic, plus the ammo animation as seen from Telsa Coil from RA? I think I've seen thread about giving Obliesk 3 ammo to mimic the attack action like telsa coil.
That will make Telsa Tank an effectively anti-infantry killer.
OrangeNero wrote:
I am quite sure that these problems could be not fixed but tricked. You know how the Obelisk in Tiberium wars misses before it hits infantry? The tesla lightning can be animated so not one bolt but a series of bolts hitting the whole cell of the target. Add some splash damage to it with your web technique and then you can attack a 3x3 cell radius. The minimum range isn't problematic, the unit automatically turns back and keeps firing. Add to it the Railgun damage and there you have it.
or that, but just probably add bursts to it. Like 5 burst and then wait for like 7 seconds then burst another 5 bolts. Could work too.
Not sure if railgun is need, but if you want the telsa bolts to spark bright when it hits the target, just add bright=yes when it impact the target. I personally disagree with railgun as it restrict the ROF and it only can be fired directly. If the target is at cliff level and the tank is at ground level, the tank have to go up to hit the target. It can be problem on hilly landscape. _________________ Mod Leader and founder of World Domination
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Fri Feb 08, 2013 1:52 am Post subject:
Lin Kuei Ominae wrote:
Hyper reported that he is working on implementing the tesla bolt effects from RA into the TS engine.
wouldn't that just be laser projectile without laser but animated bolt ?
could be maybe easier if he uses ion storm projectile/weap, afaik they are also random generated lasers QUICK_EDIT
The laser is a special engine rendered effect. The same is true for the tesla weapon. It will be surely an invisible projectile (like laser), but with a completely new engine rendering system.
Ion Storm is using a complete different and unique render effect as well which is unlikely adjustable to change into a directed tesla bolt.
-Ion Storm bolt is opaque while laser are transparent.
-No facing information on the ionbolt-always vertical down.
-Ionbolt is rendered down from 1-2 screens above the impact cell.
-Ionbolt has a width of 3-5 pixel while teslabolts are only 1 pixel wide lines.
Zero18 wrote:
And it will be possible to add charge up animation to telsa bolt to make it more realistic, plus the ammo animation as seen from Telsa Coil from RA?
Up to you how you code the weapon. Has nothing to do with the render effect. It will be nothing more than setting IsLaser, IsSonic, IsRailgun on the weapon, just then with something like IsTeslaBolt. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I think exley was more thinking of the code used to generate random iterations of lightning bolts, which could be referenced in writing a similar setup for point-to-point effects. QUICK_EDIT
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