Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 7:25 pm
All times are UTC + 0
Some questions left unspoken in Tiberian Sun
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [25 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri Jul 05, 2013 12:15 pm    Post subject:  Some questions left unspoken in Tiberian Sun Reply with quote  Mark this post and the followings unread

Here are the following questions in Tiberian Sun that I wished to answer. (I don't know if some will also be applicable in Red Alert 2)

1. Is it possible to add more Global Variable Names for trigger purposes?

2. Can I increase the radius the Ion Cannon can affect? Assume that there are three power plants that are very adjacent to each other. Assume also that when it hits the three power plants all of them will explode. Also, try to assume that any structure at least adjacent to those will be damaged severly so the AI has still a chance to repair it.

3. Can I change how the map looks like under Ion Storm state?

4. Can I add more weapon logics, projectiles, and warheads?

Well I'll update the topic if I have more in my mind.

Back to top
View user's profile Send private message Send e-mail
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 05, 2013 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. yes
2. yes
3. yes, that's why the lighting becomes yellow.
4. weapon logics? no. yes to new weapons based on existing logics.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri Jul 05, 2013 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow so fast. wasn't expecting that. Anyway no. 2 how? And as for number 4. So Does that mean I can't literally add weapons like this code

Code:

; Electron-charged weapon
[Electron]
Damage=250
ROF=43
Range=5.75
Projectile=Invisible
Speed=100
Warhead=AG
Report=ELEC1A

Back to top
View user's profile Send private message Send e-mail
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jul 05, 2013 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

As an addition to question #1, you can have up to 50 globals (0-49) and 100 locals (0-99).

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 05, 2013 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

2. Workaround using Art.ini debris or particle system on the warhead for bigger radius area damage
4. sure you can do that. It's nothing different to any existing weapon. But you can't add a weapon which has a new logic: e.g. ejecting your CD-drive with a hot mini-pizza in it.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 05, 2013 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
Wow so fast. wasn't expecting that.

Well, of course that he is fast because he is enhanced with Tiberium. Very Happy

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Jul 06, 2013 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
sure you can do that. It's nothing different to any existing weapon. But you can't add a weapon which has a new logic: e.g. ejecting your CD-drive with a hot mini-pizza in it.


So does this mean I can't add warheads or projectiles and I gotta stick to those projectiles made by WW only?

Back to top
View user's profile Send private message Send e-mail
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 06, 2013 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

No.
As i said, "sure you can do that" and add as many new stuff as you want, unless you keep using existing logics.
logics=keys. You can't invent new logics. Weapons, projectiles etc are no new logics.

In short: just open your rules.ini, look at it, try to understand it, change/add something, test it ingame and you'll see what works and what not. <-this is modding btw

Also look at other mods and you see what is possible and what not and
read The newbie guide in modding

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Jul 06, 2013 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

OKie Smile

5. Can I have a separate crew? One from GDI and One from Nod?

like this:

Code:

; misc
GDICrew=E1GDI                 ; soldier that emerges from destroyed unit or building
NodCrew=E1NOD                 ; for Nod


I've tried before and also my basic infantries for the mod are the E1GDI and E1NOD.

Let's also fix the problem with this too also. When I played the game a while ago it seems to be fine but after a few times it crashed. (so Annoying) -__- (It happen when I sold my war factory and I also believe when I was constructing structures by the time elapses by 2 or 3 minutes it will cause a crash)



except.txt
 Description:
le except

Download
 Filename:  except.txt
 Filesize:  20.75 KB
 Downloaded:  30 Time(s)


ai.ini
 Description:
I even put all teamtypes, scripts, taskforces, and the trigger types still no good.

Download
 Filename:  ai.ini
 Filesize:  278.96 KB
 Downloaded:  56 Time(s)


rules.ini
 Description:
The rules.ini itself.

Download
 Filename:  rules.ini
 Filesize:  244.98 KB
 Downloaded:  49 Time(s)


e1gdi.rar
 Description:
GDI Peacekeeper

Download
 Filename:  e1gdi.rar
 Filesize:  278.96 KB
 Downloaded:  56 Time(s)


e1nod.rar
 Description:
Nod Militant

Download
 Filename:  e1nod.rar
 Filesize:  255.15 KB
 Downloaded:  57 Time(s)


Back to top
View user's profile Send private message Send e-mail
Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Jul 06, 2013 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
OKie Smile

5. Can I have a separate crew? One from GDI and One from Nod?

like this:

Code:

; misc
GDICrew=E1GDI                 ; soldier that emerges from destroyed unit or building
NodCrew=E1NOD                 ; for Nod


I've tried before and also my basic infantries for the mod are the E1GDI and E1NOD.

Let's also fix the problem with this too also. When I played the game a while ago it seems to be fine but after a few times it crashed. (so Annoying) -__- (It happen when I sold my war factory and I also believe when I was constructing structures by the time elapses by 2 or 3 minutes it will cause a crash)


No you cant, use something neutral, like Technican.

_________________
Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 06, 2013 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

you removed the Crew key and replaced it with 2 invented keys
GDICrew=E1GDI
NodCrew=E1NOD

This does not work. The same way it doesn't work to write GiveMeAPerfectMod=yes.
Keys are hardcoded, you can't invent new keys.

With the removed Crew key you surely broke the logic, because how should the game now know, which unit to eject from a building/unit.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Jul 13, 2013 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Removed. Reverted it into the way it was.

6. I'm tired of having only 5 units can be built at a time. How can I increase it to thirty? Also I can't find it in any other .inis (including rules). I don't know how did you guys did it in your respective mods.

Back to top
View user's profile Send private message Send e-mail
m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Jul 13, 2013 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

EDIT: What I said before is irrelevant, I'm not even going to bother. My apologies for any aggression noticed.

INI files are located in SUN.mix, Local.mix

Last edited by m7 on Sat Jul 13, 2013 6:31 am; edited 2 times in total

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 13, 2013 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

open rules.ini -> search for "queue" -> find the key MaximumQueuedObjects -> change it -> done

Last edited by Lin Kuei Ominae on Sat Jul 13, 2013 6:29 am; edited 1 time in total

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Jul 13, 2013 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Been there done that. It makes me feel like I'm challenged anyway when I do this.

Back to top
View user's profile Send private message Send e-mail
OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Sat Jul 13, 2013 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd suggest you first do a try out mod before getting on your real mod. Otherwise you'll have to redo the whole thing because its all messed up with wrong logics and what not.

You'll have to read a whole lot as well, the tutorials here are of great help as is the search function. Also browse around a bit you'll pick up info all around of which you wouldn't have thought which will change your vision. "oh hey I could really do that too? cool".

checking out tibed wont kill you either and would have answered 4.

_________________
Free Tibed!
EA for worst company of the decade!

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Jul 13, 2013 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't use TibEd.

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Jul 14, 2013 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
I'd suggest you first do a try out mod before getting on your real mod. Otherwise you'll have to redo the whole thing because its all messed up with wrong logics and what not.

You'll have to read a whole lot as well, the tutorials here are of great help as is the search function. Also browse around a bit you'll pick up info all around of which you wouldn't have thought which will change your vision. "oh hey I could really do that too? cool".

checking out tibed wont kill you either and would have answered 4.


Don't Worry Nero I have all the tutorials at my home so there's no need to worry about it. I just hit ctrl + s and that's it. I can go over and over already and as of now trial and error is just what I'll do. The reason why I'm asking all that stuff because I'm already studying and senior year is so stressful and also, my only leisures are only in Friday, Saturday, and Sunday so I apologize for that. Also I do conduct tests as well too just before and after asking. As for tibed, no comment but "meh".

Back to top
View user's profile Send private message Send e-mail
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri Aug 09, 2013 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Update

7. My Sniper unit is somewhat bugged. When it gets out of the barracks its stucked like hell already and when I blow it up it will cause an IE. It just stays in there but he moves like when you ordered an infantry unit to move.


8. As with the Damage Radius I installed with Ion Cannon. Still no joy, the effect didn't take over. The Ion Cannon can still destroy one structure

Code:

[IONBEAM]
DamageRadius=3000
Translucent=yes
Rate=200
Tiled=yes
TranslucencyDetailLevel=1
Report=ION1,ION2,ION3,ION4

Back to top
View user's profile Send private message Send e-mail
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 09, 2013 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

6. Codes for the sniper? We can't help when we don't have them.
8. Use Spread on the warhead? LKO has workaround but it won't work the IC unfortunately since ICs don't use weapons, just warheads.

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 09, 2013 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

8=2 in first list and already answered
To create IC area damage you can only use...
Lin Kuei Ominae wrote:
2. Workaround using Art.ini debris or particle system on the warhead for bigger radius area damage


Using DamageRadius on a pure animation is even logically wrong. It's like giving Storage=100 on a projectile. Completely out of place.
DamageRadius is a art.ini debris key only (like on meteors) and in addition doesn't work (or at least doesn't seem to have any effect)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Aug 10, 2013 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

@krow: ok here is the code for sniper

Code:

[SNIPER]
Name=Sniper
Category=Soldier
Primary=MosinNagant
Elite=MosinNagantE
Prerequisite=GAPILE,GARADR
Strength=150
Pip=Red
Armor=none
TechLevel=5
Owner=GDI
Cost=600
Points=6
CanPassiveAcquire=no
VoiceSelect=SNIPSELA,SNIPSELB,SNIPSELC,SNIPSELD,SNIPSELE,SNIPSELF
VoiceMove=SNIPMOVA,SNIPMOVB,SNIPMOVC,SNIPMOVD'SNIPMOVE
VoiceAttack=SNIPATA,SNIPATB,SNIPATC,SNIPATD,SNIPATE
VoiceFeedback=SNIPFEA,SNIPFEB,SNIPFEC,SNIPFED
VoiceDie=SNIPDIE1,SNIPDIE2
Locomotor={4A582744-9839-11d1-B799-00ADDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10
VeteranAbilities=SENSORS
EliteAbilities=FASTER,FIREPOWER,TIBERIUM_PROOF
ImmuneToVeins=yes
AllowedToStartInMultiplayer=no

Back to top
View user's profile Send private message Send e-mail
gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sat Aug 10, 2013 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Your infantry doesn't have a Speed= flag. That's why it doesn't move and throws an IE when you try "unsticking" it by blowing up the barracks.

Back to top
View user's profile Send private message
DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Aug 10, 2013 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow that was quick.... I should be more careful this time in putting the codes.

Back to top
View user's profile Send private message Send e-mail
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 10, 2013 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Copy them from existing WW units then do your edits.  That's the way to do it, less prone for missing entries.

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [25 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1763s ][ Queries: 13 (0.0103s) ][ Debug on ]