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Chem missile research
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Jan 07, 2008 9:39 pm    Post subject:  Chem missile research Reply with quote  Mark this post and the followings unread

I did some chem missile experimenting, but didn't make any success..
I thought I'd post up the results just so no one else wastes their time trying what I did Rolling Eyes



First I tried made an effort at making Weed eaters harvest tib to use for the chem missile.
I tested anything that came to mind, as an alternative to eating weeds.
For some of these, it's almost obvoius it wouldn't work, but I decided to give it a go just incase..


Tib Test 1: commented out ;weeder=yes and put in Harvester=yes for the weed eater
Result: Weed eater couldn't dock with NAWAST, but could unload tib into a refinery just like a harvester

Tib test 2: made the Chem Special AuxBuilding=GASILO instead of NAWAST
Result: chem misile didn't charge even when all tib silos were full

Tib test 3: Changes to [NAWAST] - commented out ;Weeder=yes, added Refinery=yes DockUnload=yes
Result: Weeders still couldnt dock w NAWAST

Tib test 4: Cloned entire [PROC] entry and called it [NAWAST], while commenting out original NAWAST code
Result: Chem didn't charge

Tib test 5: Repeated test#4, but with Weeder=yes in the [NAWAST] code
Result: Harvs would dock and unload into the waste facility (and deposit money too), but it wouldn't show any tib being stored. Harvs could not automatically dock here w/o micromanagement

Tib Test #6: Repeated #5 with Weeder=yes on both the NAWAST and WEED
Result: same as #5

Second, testing usng Ammo= and reload= tags
Ammo Test 1: made Ammo=5 and Reload=1
Result: pretty predictable.. was loaded, no chem

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 07, 2008 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think the problem is the [General] key WeedCapacity= that doesn't gets loaded if you harvest anything else than veins. And the missile seems to look at this value if it is fully loaded.

And the weed storage logic is also different to the normal tiberium storage logic.
If you build 5 waste facilities you'll see that they don't sum up their capacity, but share all together 56 bails according the weedcapacity value. If one is full, all of them are full.

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Team Black
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PostPosted: Mon Jan 07, 2008 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah, I never saw that tag for some reason..

Just for fun, I tried
WeedCapacity=0
WeedCapacity=-1

nothing happened though, obviously..

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Joshy
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Joined: 13 Aug 2006

PostPosted: Tue Jan 08, 2008 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah i did something similar to this, but of course it didn't work. I don't even remember what i was trying. Smile

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VK
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Joined: 28 Jul 2005
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PostPosted: Tue Jan 08, 2008 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, it have a lot of hardcoded logic.

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Ordosherrscher
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Joined: 20 Nov 2007
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PostPosted: Tue Jan 08, 2008 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there any way to change the chemissle into a reload thing, like the normal missle? So that you say, that it needs 8 mins to load? Or is it impossible to add it to a modified map?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Tue Jan 08, 2008 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

removing AuxBuilding and ManualControl from [ChemicalSpecial] and a higher RechargeTime should do the job.

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Ordosherrscher
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PostPosted: Tue Jan 08, 2008 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

is the removing of the aux building important? I wanted it so, that you need the chem facility, but so, that you dont need to harvest veins... Is ther a possibility to make it so?

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Joshy
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Joined: 13 Aug 2006

PostPosted: Wed Jan 09, 2008 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

yes it is, do what Lin Kuei Ominae said. Then just take SuperWeapon2=ChemicalSpecial off the missile silo and put it on the weed facility (take out the 2 so that it is superweapon=chemicalspecial) and that way it makes it so that you need the facilty to use it... except it will be launched from the weed facility, so you must add NukeSilo=yes or else you will get a nasty IE when you try to launch it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Wed Jan 09, 2008 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought 2 buildings with NukeSilo=yes don't work.
That's why i think it isn't possible. Maybe it works with AuxBuilding and removed manualcontrol, so it searches for the waste facility but not for the veins storage state.

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Joshy
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PostPosted: Thu Jan 10, 2008 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, didn't know that...... then yeah Ominae is right.

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Clazzy
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PostPosted: Thu Jan 10, 2008 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you try adding these lines to all the tiberium overlays? I can't remember if it works or not and I don't have TS installed to try. These are the only two unique lines in the veins code:
IsVeins=true
Land=Weeds ; Of course, this'll probably just affect the movement speed of units crossing it

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Ordosherrscher
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PostPosted: Thu Jan 10, 2008 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Add this to Tiberium, so the weeder also harvest Tiberium? Hmmmm, interesting idea...

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Dalamar_TheDark
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Joined: 03 Dec 2004
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PostPosted: Wed Jan 23, 2008 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

What about adding Harvester=yes and simply leaving Weeder=yes alone? what would that do? (I'd test it for you, but I just hardcore crashed my computer and I'm just happy to be using it again)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 23, 2008 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, It'd harvest tiberium and not weeds.

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Team Black
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PostPosted: Wed Jan 23, 2008 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, I believe that was done in tests # five and six

I also tried PipScale=Charge (with the other charge tags) on NAWAST, no luck there either..

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superdjidane
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Joined: 17 Nov 2011

PostPosted: Mon Nov 28, 2011 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I 'm bumping this topic for an other question.

I'm able to make a other building to lauch a super weapon. (The old temple, fo exemple) It work for hunterseeker, and all gdi superweapon, but not for the Nod missiles.

Is it possible to make an other buiding as the missile silo to be launcher of missiles. I'm searching for long time in the rule.ini file... Crying or Very sad

Thanks

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Mon Nov 28, 2011 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I've heard, there can only be one structure with NukeSilo=yes, and that's why the Missile Silo launches both the Multi and Chem missile. So it'll only work if you comment out NukeSilo=yes on NAMISL.

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superdjidane
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Joined: 17 Nov 2011

PostPosted: Tue Nov 29, 2011 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried it...

It don't work. Because of the old temple properties ?

I also see that one one the crate bonuses il one shot multi/chemlauch wich works without any NukeSilo. Maybe an other clue...

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