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Creating Sandworm-like creatures in TS
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Ixonoclast
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PostPosted: Fri Aug 15, 2008 1:44 pm    Post subject:  Creating Sandworm-like creatures in TS Reply with quote  Mark this post and the followings unread

I was thinking about this. Creating sandworms in TS.
You can go down two roads here.
1. Create a "subterranean APC" worm.
Could be fun, but not really a sandworm...

2. Create a unit with only attack frames.
This would function like a sandworm. However one problem. People firing on it. IIRC, you could kill sandworms in Dune 2000 by shooting the ground they're underneath. Now, to do that correctly in Tiberian Sun would mean that every explosive shot should spawn a crater where the sandworm is at that moment.
That would make a great sandworm.
However, this sandworm could easily "move over concrete" AND it doesn't stick to the Dune "cliffs" rule.
How to deal with this? Restrict the movement area of the sandworm. But that's map trigger work.

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GameMaster0000
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PostPosted: Fri Aug 15, 2008 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
in Dune 2000 by shooting the ground they're underneath. Now, to do that correctly in Tiberian Sun would mean that every explosive shot should spawn a crater where the sandworm is at that moment.


In Dune 2 You cab attack it whatever it under sand or not I think this is OK

Quote:
However, this sandworm could easily "move over concrete" AND it doesn't stick to the Dune "cliffs" rule.


Edited : delete crap asset.

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Julius Clonkus
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PostPosted: Fri Aug 15, 2008 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am pretty sure it won't work without triggers anyway, and making it eat units instantly also is a problem. Additionally, it would attack the side of a clumped mass of units, which is also a problem.

I don't think it will work 100% like the one in Dune, but it would be a nice addition for single-player-missions.

Also, nice LEGO dune sandworm in your signature.

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Ixonoclast
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PostPosted: Fri Aug 15, 2008 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Julius Clonkus wrote:
Additionally, it would attack the side of a clumped mass of units, which is also a problem.


You can circumvent that problem by moving the attack frames away from the centre of the SHP.



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Crimsonum
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PostPosted: Fri Aug 15, 2008 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think it is possible to make additional speedtypes. I believe it is hardcoded to the existing ones.

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Lin Kuei Ominae
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PostPosted: Fri Aug 15, 2008 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep, GameMaster0000 you can't simply invent new keys.

If you want it to move only on clear terrain give it MovementRestrictedTo=Clear

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Machine
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PostPosted: Fri Aug 15, 2008 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

As a Dune series lover, I've always wanted to include sandworm-like creatures to TS and in this case to my mod RoO.
The best option is, in my opinion, making an invisible, indestructible, and unselectable building with a ranged attack.
The ranged attack should have an invisible projectile, and it's explosion animation should be the worm emerging from the sand with it's mouth open swallowing all the units nearby. The unit's would be destroyed due to animation damage.
As the weapon has a fixed range this worm, should be limited to "live" in sandy pits, like an ant lion. Well not exactly like in dune, but at least you can get something similar to this:

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ZoidZilla
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PostPosted: Fri Aug 15, 2008 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

A very creative solution, really.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Fri Aug 15, 2008 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000 wrote:
Quote:
in Dune 2000 by shooting the ground they're underneath. Now, to do that correctly in Tiberian Sun would mean that every explosive shot should spawn a crater where the sandworm is at that moment.


In Dune 2 You cab attack it whatever it under sand or not I think this is OK

Quote:
However, this sandworm could easily "move over concrete" AND it doesn't stick to the Dune "cliffs" rule.


Make new speed type like

Code:
[YourUnitID]
SpeedType=Worm


And add all new speed type to all terrain

Code:
; clear grassy terrain
[Clear]
Foot=90%
Track=70%
Wheel=70%
Float=0%
Hover=100%
Amphibious=80%
Buildable=yes
Creep=100%   ;firestorm addition
Worm=100%     ;It is moving underground I think it should 100%

; rocky terrain
[Rough]
Foot=80%
Track=60%
Wheel=40%
Float=0%
Hover=100%
Amphibious=40%
Buildable=yes
Creep=90%   ;firestorm addition
Worm=0%     ;Almost of this type is stone so it can't move here

; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Hover=100%
Float=0%
Amphibious=100%
Buildable=yes
Creep=100%   ;firestorm addition
Worm=0%     ;All concrete type

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Hover=100%
Float=100%
Amphibious=80%
Buildable=no
Creep=0%   ;firestorm addition
Worm=0%     ;Or other number if you want it can move to water

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=0%
Amphibious=0%
Buildable=no
Creep=0%   ;firestorm addition
Worm=0%     ;Surly

; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=0%
Amphibious=0%
Buildable=no
Creep=0%   ;firestorm addition
Worm=0%     ;Surly

; Tiberium
[Tiberium]
Foot=90%
Track=70%
Wheel=50%
Float=0%
Hover=100%
Amphibious=50%
Buildable=no
Creep=100%   ;firestorm addition
Worm=100%     ;It is moving in underground I think it should 100%

; Vein hole creater weeds
[Weeds]
Foot=50%
Track=70%
Wheel=50%
Float=0%
Hover=100%
Amphibious=50%
Buildable=yes
Creep=90%   ;firestorm addition
Worm=100%     ;It is moving in underground I think it should 100%

; sandy beach
[Beach]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=100%
Amphibious=60%
Buildable=no
Creep=0%   ;firestorm addition
Worm=0%     ;Or other number if you want it can move to water

; ice
[Ice]
Foot=50%
Track=80%
Wheel=50%
Float=0%
Hover=100%
Amphibious=50%
Buildable=no
Creep=100%   ;firestorm addition
Worm=0%     ;Or other number if you want it can move to water

; train tracks
[Railroad]
Foot=90%
Track=100%
Wheel=50%
Float=0%
Hover=100%
Amphibious=50%
Buildable=no
Creep=100%   ;firestorm addition
Worm=100%     ;Under railroad is not always concrete

; tunnels
[Tunnel]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Hover=100%
Amphibious=100%
Buildable=no
Creep=100%   ;firestorm addition
Worm=100%     ;It is moving in underground I think it should 100%


PS.This is only theory. I haven't test it yet.


WTF, really... W... T... F...

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GameMaster0000
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PostPosted: Sat Aug 16, 2008 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

That I said it is only theory cause I see FS can add "Creep" speed type.

I think should test it before post something next time. Sorry to make confusion.

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Bako'Ikaporamee
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PostPosted: Sat Aug 16, 2008 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

All your troops are belong to me?

Well whatever you people are going to do I can supply you with all that partial Dune 2000 goodness you'd like.

(crappy anim made in approx. 1.3 seconds.)



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SMIFFGIG
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PostPosted: Sat Aug 16, 2008 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

CanMakeStuffUp=True
Would probably be quite helpful for this situation

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Nyerguds
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PostPosted: Sun Aug 17, 2008 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

[Hyper]
CanAddStuffToGameEngine=True

Like that? #Tongue

Adding a new SpeedType can't be that hard...


What is Creep used for, btw?

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Ickus
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PostPosted: Sun Aug 17, 2008 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cyborg Reapers.

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Nyerguds
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PostPosted: Sun Aug 17, 2008 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

ahh, I see. Makes sense.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sun Aug 17, 2008 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
Adding a new SpeedType can't be that hard...

there are already enough. WW didn't even used the existing ones.
SpeedType Hover, Amphibious and Creep where the only one they used and on no more than 6 units.

You should begin using the existing ones and then see if there are really too few. Track, Wheel and Float are originally unused.
Winged and Foot are unused too, but afaik it's hardcoded that Aircraft and Infantry use these.

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CCHyper
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PostPosted: Sun Aug 17, 2008 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

SpeedTypes are piss easy to add #Tongue

It might be possible to make a unit that acts like a sand worm... I have a idea, but might be too hard to me to code.

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Bittah Commander
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PostPosted: Mon Aug 18, 2008 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

My idea to do this would be by making the sand worm like a train. Make the locomotive look like moved dirt/sand, give it an attack image which looks like the worm comming out of the ground and trying to bite whatever is in front of it, give it LargeVisceroid=yes and place train cars behind it which also look like moved dirt/sand. I'm not sure whether LargeVisceroid=yes gives any problems, but if it does, remove it and use a script instead.

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Ickus
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PostPosted: Mon Aug 18, 2008 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

o.O

imo

it would just be a normal unit. most of the frames would depict it as "submerged "

while its submerged implies hard to kill, it can still be "shot" at causing it damaged and "seen" (depends if there are frames depicting this, rolling dirt etc) , unless cloaked as well.

while the attack frames can be either tremor style using tentacles, which can be a weapon animation, or a one shot insta-kill lunging at a target. best if used with ammo of one with the ability to regenerate.


although it would be kinda cool if it could drag prey around..or eat, say if your infantry got swallowed whole it would still be selectable,maybe have screaming voice overs, till the health meter slowly drained.


Now the only thing is restricting it's movement to "Ground" and/or "Sand" types.

now all we need is pole vaulting infantry. :p

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Bako'Ikaporamee
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PostPosted: Mon Aug 18, 2008 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

And someone with an Elephant gun!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Mon Aug 18, 2008 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

@Hyper
to code a special Sandworm behaviour isn't necessary. The existing workarounds are enough imo.
But if you want, then something like a IsCanine=yes key (see Ra1) would be useful, so the unit itself turns into a bullet. (like the dog in Ra1; in Ra2 they seem to have added much more code to make them work)

@Bittah Commander
the train logic is a good idea, though you can never make it player controlled this way, because the wagons would lose the connection to the train.
LargeVisceroid isn't necessary, since it shouldn't always animate. A normal shp with walk and attack frames should be enough.


Ickus wrote:
although it would be kinda cool if it could drag prey around..or eat, say if your infantry got swallowed whole it would still be selectable,maybe have screaming voice overs, till the health meter slowly drained.
This is unfortunately not possible afaik.
To make them scream, they have to be a different unit with a different selection voice. But in TS you can't change an infantry into another one.

Though on maps with special triggers, you could give the worm Passenger=10 and then use trigger to let the nearest units enter the "transporter". Then you also get them back if the worm is destroyed.

Or you use the web logic to make them stuck while the worm slowly eats them. Twisted Evil

Ickus wrote:
Now the only thing is restricting it's movement to "Ground" and/or "Sand" types.
Lin Kuei Ominae wrote:
MovementRestrictedTo=Clear

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Ickus
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PostPosted: Mon Aug 18, 2008 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
MovementRestrictedTo=Clear


exactly what I meant. Wink

yea, again going into unfeasible things. but it sorta gives "life" to your own units rather than oh they're died, exploded and sprinkle down into a rain of shrapnel and debris...instead you can hear them suffering...slowly being digested....

"Molten Titan armor slowly begins to corrodes, searing the flesh of the pilots as they awaken from their traumatic narcolepsy . They could only scream in agony as their last breathe the outside world would hear echos through their radios. All that is left on the recording is gasping for air and violent coughing, as they succumb to tiberium cysts, due to microscopic shards piercing their lungs' Bronchioles. Either trapped inside the molten carcass or boil in a liquid tiberium soup.

Then slowly the chasm becomes smaller and smaller as the metals pool around in a mass of glop. Any survivors left would awaken find to their horror the constricting of space around them and the serrated death that awaits them. rings of spines descend slowly, their hypothesis is which are used to chew their predigested meal into a nutritious pulp. "

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Mon Aug 18, 2008 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus, you have some weird death fantasies. Confused
...
I love them Very Happy

back to topic.
As you may have noticed, you can still select an infantry unit, while it is playing the death anim.
So if you add to each infantry a veeery long death anim, you could have this way at least a very long selectable infantry which is already dead.

e.g. change Die1 only in each infantry sequence and then use Infdeath=0 in rules.ini only in the warhead of this unit.

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Ickus
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PostPosted: Mon Aug 18, 2008 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

>.> its a nurture thing..this place..these people!... and their tiberium death orgies!! *maddness ensues*


ah, then that would be applied to the Worm's WH. hehe.

or even better one can make an animation of infantry getting sucked underground with addition blank frames.....made convincingly. Wink although it would be funny to hear their standard VO's. when selecting them?

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Bako'Ikaporamee
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PostPosted: Tue Aug 19, 2008 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not disturbing, I've heard worse! Heh. One thing though, if this is more of a Dune-inspired Sand Worm such a thing wouldn't happen to anyone eaten. Those Sand Worms have a crazy-arse digestive system that more or less burns stuff up from all the heat the critter creates and what's left is well what gets turned into the fabulous spice melange. Of course I realize this is a Tiberium mutant and not something inhabiting Arrakis. So really just ignore me #Tongue.

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Ickus
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PostPosted: Tue Aug 19, 2008 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, yea although spice melange is more complicated than Worm poop. :p

that would be funny though that worm can leave behind surprises...bones..debris...steaming piles of fresh tiberium,,,for titans to step on. xD

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Bako'Ikaporamee
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PostPosted: Tue Aug 19, 2008 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

"No worries, lad! See those on the ground there? We can see where it's going."

I guess it's far too late now. But I had been planning on a sand worm for my project myself, but now everyone's doing it too XD. Was gonna be an easter egg for a desert wasteland mission in that they would be restricted to the sand only. The problem being is that there's more sand than you'd want #Tongue.

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