Posted: Sat Apr 24, 2010 3:37 am Post subject:
tree fires? RA2
Arent tree fires supposed to work in RA2? I could have sworn I read somewhere that they do, but I could be wrong.
I have these tags set,
TreeFire=FIRE03,FIRE02,FIRE01
OnFire=FIRE03,FIRE02,FIRE01 <---- not sure if this has anything to do with tree fires, I think this is just for buildings.
TreeFlammability=.01 I guess the lower the number the better chance of catching fire?
TreeTargeting=yes
TreeStrentgh=200
[TREE**]
IsFlammable=yes
I also have a flame weapon on my
[AT Flamebuggy]
Primary=FireballLauncher
; fireball from AT flamebuggy
[FireballLauncher]
Damage=0
AmbientDamage=2
ROF=50
Range=4.25
Projectile=Invisible
Speed=1
Warhead=Fire
Report=FLAMTNK1
UseFireParticles=yes
AttachedParticleSystem=FireStreamSys
Burst=2
TreeFlammability= It says somewhere that a lower gives it a higher probability of catching fire, but dosent matter cause the damn thing dosent work anyway.
I can get flames to appear where the trees used to be, but as far as an actual "tree fire" not happening.
Though it can be sorta replicated by having the trees have a higher strength and clone a coupele of the fire anims, make the loop around 10 or so, and just have the anim deal damage till tree disaapears. It's as close as I can get to an actual tree fire. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
^^ yep, Sparky=yes is necessary on the warhead to set trees and buildings on fire (at least in TS; not sure if it still works in RA2) _________________ SHP Artist of Twisted Insurrection: Nod buildings
I already tried Sparky=yes. It didnt do anything different than if it was Sparky=no. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
At least this way, you can use Sparky=yes without that fabulous IE window. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
So what about this anim overlay tag?
Flamer= according to comment it's supposed to leave flames after anim is done, but I dont think this one works either. I just cant believe they took out almost evrything dealing with fire. It's a war game! there should be lots of fire _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
You can spawn fire anyway. It's not really that hard. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
yes I know, It just bothers me that they would remove these tags with the type of game it is, ah well no sense in crying over spilt milk. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
So what about this anim overlay tag?
Flamer= according to comment it's supposed to leave flames after anim is done, but I dont think this one works either.
Again i can only give infos from TS where this works.
In TS exist 2 keys to let animations spawn some flames.
Flamer=yes and Scorch=yes
Scorch=yes makes an anim spawn randomly the animation that is set in rules.ini on the key LargeFire= (FIRE2 in vanilla TS)
Flamer=yes makes an anim spawn randomly the animation that is set in rules.ini on the key LargeFire= and SmallFire= (FIRE2 and FIRE3 in vanilla TS)
Since LargeFire and SmallFire are commented out in vanilla RA2 i assume they either don't work anymore or just have to be activated again by removing GEF's comment _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well after testing and testing and testing, I come to the conclusion that Tree fires Do indeed work in RA2! YeeHawwwwww. I'll gather up the codes and post them in the tutorial section in a little while. This is totally not even close to the ForestFire tut already in there.
Note: This hasnt ben tested with YR yet, so dont know if this will work for it just yet. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Tue Apr 27, 2010 9:28 pm Post subject:
trees
call 911!!! _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
The trees still don't seem to catch on fire and also doesn't spread from one tree to another.
It looks just like a weapon with some flames spawned randomly over a certain area.
@LKO, thats an awful lot of damage produced by just one flame thrower
Unfortunatly, that is not possible in RA2. I worked this thing over and over and over again. This fire weapon I threw together produces the closet thing to an actual forest fire as RA2 will allow without spawning or use of shrapnel weapons. The flames themselves do the actual damage per frame basis, meaning the trees dont disappear until after the fires been burning for a little while "kind of a realistic type scenario" and also leaves scorch marks to represent burned down trees.
tree fires.png
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_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Well after testing and testing and testing, I come to the conclusion that Tree fires Do indeed work in RA2! YeeHawwwwww. I'll gather up the codes and post them in the tutorial section in a little while. This is totally not even close to the ForestFire tut already in there.
The way you've described how it works in your last 2 posts doesn't sounds like something special.
For me it looks like a simple Cluster weapon with a flame animation set on the warhead.
Especially the distinctive shape of the flames in the last pic (one flame in the middle and a lot of flames in an outer ring) look like this is just a result of a cluster weapon with Cluster=50 or higher.
To make this more realistic you shouldn't use the Cluster logic but art.ini debris. Those spawn the debris (other flames) randomly over a certain distance around the initial animation.
In addition you can this way make one flame spawn another, which will make the flames slowly spread over a wide area. Though be careful that they don't spread faster than they disappear.
e.g.
[BIGFLAME]
spawns 0-1 big and 0-5 medium flames
[MEDIUMFLAME]
spawns 0-1 medium and 0-5 small flames
[SMALLFLAME]
spawns 0-2 small flames _________________ SHP Artist of Twisted Insurrection: Nod buildings
Correct LKO, this is nothing special, and is why I didnt even bother making the tut for it. Your idea sounds interesting and I shall try it. My initial post where I said it worked, I thought it did, then come to find out it had nothing to do with Treefire= or anything pertaining to it _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Wed Apr 28, 2010 2:07 pm Post subject:
fire
Cranium wrote:
Remember that saying, Now thats a fire? Well
Now thats a Fire!
I know, I know, I'm being stupid, but I'm having fun playing with fire
Adding this to a game could be fun. Would have been something cool for a Crevio's Vietnam mod he started some time ago.
To quote one of the greats of our time.....
FIRE, FIRE, FIRE by Beavis _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Anyway, I didnt get a chance to fininsh what I was gonna say this morning, I finally, after month's of layoff, got called back to work today, Hooooraahhhhhh!
But yeah LKO you hit that on the number, it is indeed a cluster weapon with the fire anims attached to warhead, though the weapon/warhead deals no damage, the anims produce all the damage per frame. I used the TS fire1,fire2,fire3 art tags for it. They were left in the RA2 art.ini so just thought I'd utilize them. That last pic was just fooling around to see how far I could take the game before mass lag set in. Though didnt really lag much cause I took of the Transparency tags. So yeah I'm gonna try your way tonight and see how it works out for me. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Forest fire logic works in Ra2 & YR. I already had mine working. Also someone had already posted a tutorial about Forest Fires. Much clusters lags on the game IIRC, use shrapnel logic instead. Though it's not that really hard reviving forest fires. _________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?
So when you say you got it working, are you saying you got it working with that ForestFire tut or are you saying you actually got the true tree fires working using the TreeFire= and IsFlammable= tags? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
na, no palette error, It's a result of adding tags to trees that are not ment to be added to them. I was experimenting by adding different things. just been to lazy to fix them _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
So when you say you got it working, are you saying you got it working with that ForestFire tut or are you saying you actually got the true tree fires working using the TreeFire= and IsFlammable= tags?
Yes I had it completely working. From OnFire to ShrapnelWeapons. I don't even need long codes and also forest fires works without IsFlammable=yes on the trees. _________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?
It doesn't matter. Mine doesn't lag like hell anyway. Though I'd still prefer on the tutorial. Secondly, even if you make a diversion it would still be useless anyway. The logic is fucking disabled.
Lastly, do you even fucking know that TreeFire and OnFire should be placed on [AudioVisual] section. Not to spoil your fun but yours is just a copy of that tutorial. _________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?
for one, I'm already done with this subject. Two, My forest fires are totally different from the ForestFire tut, Mine works way better, and has 0 lag! three, "Logic is broken in RA2" No shit, Really? and lastly, OMG I thought TreeFire and Onfire went in the Infantry list, pfft Come on dude are you serious? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Cranium, Eldrei is just a troll. Stop feeding it. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
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