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Unit Specific debris ?
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 01, 2003 7:36 pm    Post subject:  Unit Specific debris ? Reply with quote  Mark this post and the followings unread

Now im almost 100% sure this can be done but what i am doing just doesnt work

i have my 4tnk (mammoth tank) and want it so when it explodes its turret comes flying off

I make a new voxel animation called 4tnkturret (just using 4tnktur dont work) and make it an exact copy of the 4tnk tur and put it in my echache02 (or just in SUN.dir tried both) i then give the debris these rules

[4TNKTURRET]
Name=Mammoth Tank Turret
ShareTurretData=yes
ShareSource=4TNK
Elasticity=0.0
MinAngularVelocity=10.0
MaxAngularVelocity=14.0
MinZVel=30.0
MaxZVel=38.0
MaxXYVel=8.0
Duration=100
ExpireAnim=TWLT036
Damage=30
DamageRadius=50
Warhead=TankOGas

and im not sure if u have to do this but just incase add it to this
ExplosiveVoxelDebris=GASTANK,PIECE,4TNKTURRET (Have tried calling it 4TNKDEBRIS too not that i makes any difference what so ever)

ive also added it to the [VoxelAnimations] list + given the mammoth tank

MaxDebris=6
DebrisTypes=4TNKTURRET
DebrisMaximums=1

But it dont appear, ive got to the stage where an invisble object comes out of the mammoth tank but no turret. Why is this , what am i doing wrong i dont see it

anyway thanx for any help in advance
ill get on with the deployable terror drone or something im fed up with debris for now #Tongue

-SMIFFGIG

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 01, 2003 7:41 pm    Post subject: Interesting Tiberium Debris Reply with quote  Mark this post and the followings unread

P.S. Something very strange i noticed

look at the tiberium types

they have

Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

well exploding tiberium dont give u any debris, i then noticed in the original Rules.ini there wasnt even such a tag as "Debris=" and it had for tiberium types "Shard="
so i tried

Shard=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

but still no debris, funnily the crystal debris are .tem or .sno files and are obviously in the temperate.mix or snow.mix

either way i cant get exploding tiberium to display these debris types

i was also trying to make it so that NAREFN and HARV both exploded with LOADS of crystal debris

but so far for whatever reason i have had utterly no success with debris of any kind lol

Any ideas?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm... that's not my area.... sincerily...

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Wed Apr 02, 2003 2:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I've seen it done with an attack cycle. WHen they blew up the whole body would fly up and bounce around, and I thought I saw the code for it but I dont remember I'll have a look tommorw maybe.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Apr 02, 2003 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

in an old version of my mod i had the Jeep (crate goodie) fly up when it got destroyed

but i got rid of this as it would fly up in the air even if destroyed by machine gun fire or veins etc so it just looked dumb

but as i said i cant get it to work now (with 4tnk turret anyway)

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun Apr 06, 2003 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've experimented with this in my mod, and I now have a Nod Buggy, Attack Cycle, mammoth tank, and disruptor with bodies/turrets that fly off.... but not always... in fact, most of the times not... I have debristypes=BGGYBODY, and debrismaximums=1.... isn't there a way to set a minimum number of debristypes??? Debrisminimums doesn't work...

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Apr 06, 2003 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

did u put the debris entries just in the
[VoxelAnimations] in the rules.ini or did you put them in the art.ini too

plus did u refer to the actual unit for the debries e.g. 4TNKTUR or did u copy the turret and name it something else like 4TNKTURRET and then refer to it ?

-SMIFFGIG

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Apr 07, 2003 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I added something like BGGYBODY to the voxelanim list. I copied [gastank] and changed the name to BGGYBODY and the image to BGGY. I then changed some speed and duration values... and added debristypes=BGGYBODY,TIRE to the nod buggy... and debrismaximums=1,4
(So that means 1 body, and 4 tires flying off... well sometimes, as it's just a maximum)

for the mammoth tank i copied the disruptor turret debris... (it was already there), and named it 4TNKTURRET, and I added this to the voxelanim list.
It has Image=4TNKTUR and ShareTurretSource=4TNK, then I added DebrisTypes=4TNKTURRET to the mammoth tank.

I didn't really tested the mammoth tank however.... but the buggy works great.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Apr 07, 2003 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

And I didn't add anything in the art.ini, btw

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Sapp726
Grenadier


Joined: 16 Aug 2002

PostPosted: Mon Apr 07, 2003 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

dude thats nothing new and it does work, maybe you have the settings as low grphical or something but it does work

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Mon Apr 07, 2003 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by TerroR on Tue Dec 07, 2010 5:50 pm; edited 1 time in total

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Apr 07, 2003 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

i done all what u said I really dont get why it wasnt working

ill have another crack at it today Crying or Very sad
probably something really dumb i missed out or something

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Apr 07, 2003 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

[4TNKTURRET]
Name=Mammoth Tank Turret
Image=4TNKTUR
ShareTurretData=yes
ShareSource=4TNK
Elasticity=0.0
MinAngularVelocity=10.0
MaxAngularVelocity=14.0
MinZVel=30.0
MaxZVel=38.0
MaxXYVel=8.0
Duration=100
ExpireAnim=TWLT036
Damage=30
DamageRadius=50
Warhead=TankOGas

[4TNK]
MaxDebris=6
DebrisTypes=4TNKTURRET
DebrisMaximums=1

[VoxelAnims]
5=4TNKTURRET

thats in reverse order

and it dont work :S
ive yet to try the whole body flying off but so far the turret dont work. I dont get it im sure its something im doing wrong anyone got any ideas?
DebrisMaximums=1

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Apr 08, 2003 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I also had some probs with the mammoth turret debris.... however i have a titan with it's gun flying off.... that's cool

Maybe remove the shareturretdata stuff and just set image=4tnktur


OR

copy 4tnktur from your tibsun.mix -> local.mix (including the .hva, not sure) and rename to something like 4TNKDEBRIS, then give your debris this image... (add 4TNKDEBRIS to your expandxx.mix)

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 08, 2003 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
copy 4tnktur from your tibsun.mix -> local.mix (including the .hva, not sure) and rename to something like 4TNKDEBRIS, then give your debris this image... (add 4TNKDEBRIS to your expandxx.mix)


lol tried this too :S, i thought about removing the share data thingy ill do that later see if it works

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 08, 2003 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

WooHoo ive done it

Now every unit in TS Retro with a turret and/or barrel has specific debris Smile

It looks so cool screenies will follow shortly on the Tiberian Sun Retro forums

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Apr 08, 2003 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG is it possible to have at least 1 peice of debris pop out ever time. like have Minimumdebris=1?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 08, 2003 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have only touched into this area so far

and as it stands its random weather the specific debris comes out or not with the debris appearing the majority of the time 70% i would say

ill get back to you though ive stilll alot to experiment with Smile

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Apr 09, 2003 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's probably a 70% chance to get a debris piece.... I'm also working on specific unit debris... and light unit fly away completely... this is cool!

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