Posted: Fri Jul 05, 2013 12:15 pm Post subject:
Some questions left unspoken in Tiberian Sun
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. QUICK_EDIT
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
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
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? QUICK_EDIT
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
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)
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 QUICK_EDIT
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
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. QUICK_EDIT
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 QUICK_EDIT
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! QUICK_EDIT
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". QUICK_EDIT
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
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!
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
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. QUICK_EDIT
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