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Tiberium Spawning Weapons
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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Mon Apr 07, 2008 3:37 am    Post subject:  Tiberium Spawning Weapons Reply with quote  Mark this post and the followings unread

Hello whoever reads this. On topic quickly.

I have a Nod Bomber, the Spreader, and I want it to carry tiberium payloads, so it "plants" tiberium wherever it's bombs impacts. I know it can be done with debris, but I can't seem to find a way to do it. I've been looking in the forums, and yes, I used that "Search" button, but I don't find it.

Anyone could help me? Thanks in advance, and sorry for my crappy english.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Apr 07, 2008 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm.

If you can find the "ultima mod" anywhere, search it's ini files. It's one of those "gonna put loads of units" mods in, but it has a tiberium spreader that uses an invisible weapon. You can check the warhead there.

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Mon Apr 07, 2008 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I knew it was in one mod I played ong ago, but forgot the name. Ultima mod? ok, then I'm looking for it. Thanks a lot!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Apr 07, 2008 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone should really create a tutorial on how to spawn Tiberium with weapons... Maybe I should make on if I've got the time #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 07, 2008 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

and what do you want to write there?
It's not much more than adding the keys

Elasticity=0.0
Bouncer=yes
IsTiberium=true
TiberiumSpreadRadius=1
TiberiumSpawnType=TIB_01

to an explosion anim in art.ini.
So imo not necessary to make a tutorial, what is in my eyes only necessary if you have to follow several steps in a certain order.

\EDIT
after some research i found out that the key TiberiumSpawnType not only accepts tiberium, but also TRACKS01, BTIB01, VEINS and every other thing that is listed as an OverlayType

So maybe a new research topic would be useful, to find out all the possibilities this key provides. Like having a traintrack placer unit, a tiberium veins bomber, a wall placer, a tiberium spawn unit etc.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Apr 07, 2008 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

intrigued I've tried adding vein producing debris to the chem missile to no avail before my HD crashed.. oh well still interesting little discovery. ;P

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Apr 08, 2008 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can that vein thingy also be added to meteors? IIRC, the original idea of meteors was that they spawned veinholes/veins...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 08, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sure, since the spawning keys are already added on meteors! This is how they leave tiberium. So you just have to replace the TiberiumSpawnType TIB01 with VEINS.

While testing VEINS i found out, that they are not always placed. Most of the time blue vinifera was spreaded. I think it has something to do with the attached tiberium spread logic, that it is not always the 01 patch which is placed. (eg. TIB01, TIB2_01 etc) But since VEINS only have one type of patch, and the game tries to place some other types of patches too, it places vinifera instead. (as you can see in the overlaytypes list, vinifera TIB2_01 comes right after VEINS)

I haven't tested a Veinhole monster, but since it is an Overlay too, it could work. However, without a crater on its spawn position, the graphic could look odd. But maybe the crater, that is left by a meteor impact, already fix this.
However i'm not sure how the veinhole mosnter works, since there is a [VEINHOLE] and a [VEINHOLEDUMMY]. Maybe the dummy is also necessary for the VEINS to grow.
If VEINHOLE really works, it could be necessary to make 11 additional clones of it and place them in the OverlayTypes list right after VEINHOLE, so you don't get SROCK01-SROCK05 while the game tries to place a different patch of tiberium (like it happens with VEINS).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Apr 08, 2008 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe it's because the debris from meteors also spawn tiberium?

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Apr 10, 2008 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I also had the experience with that... I tried to make a building which spread tiberium, but I did something wrong and insteed of spawning tib, there where spread rocks and the top part of brigdes Very Happy A bit annoying... But well, I also had the idea with the veinholes, but didn`t test it yet... I would add it to the chem missle Tongue

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Apr 10, 2008 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea the VHM. it would not spread any veins around it. If you ever placed a VHM on a map without at least some veins on the surrounding tiles. it would just sit there.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Apr 10, 2008 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, and there must be more place be then only one, or the veins wouldn't apear... They need one free field at each side, or whatever, I only know, that if there are walls beneath them, they woulnd`t appear. I everytime thought that the dummy is there for the "attack" Anim, where the veinhole creates gases...?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 11, 2008 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

if you finally got a VHM being placed by an animation, it shouldn't be hard to spawn VEINS around it, using the same method.

Just give in rules.ini the custom made VHM a CellAnim that plays in a loop and spawns debris after every loop. Then make these debris spawn the VEINS

For the player it looks like the VHM spawns VEINS, although it's done by an invisible anim attached to the VHM.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Fri Apr 11, 2008 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, I remember my attempt at making a mobile Vein Tree. Like Ickus said the VHM. Smile

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Apr 14, 2008 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice discovery I got to try this later when I get back to working on my personal mod with crazy Visceroid reproducing (HERE) Laughing

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Mon Apr 28, 2008 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made a vein missile superweapon~
It can leaves some VEIN to attack the unites,but they are just anim...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Apr 29, 2008 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

don't use CellAnim cos it causes IE Embarassed

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