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tree fires? RA2
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Apr 24, 2010 3:37 am    Post subject:  tree fires? RA2 Reply with quote  Mark this post and the followings unread

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

[Fire]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100%
InfDeath=4
Sparky=no
Fire=yes
ProneDamage=600%
AnimList=FIRE01,FIRE02,FIRE03

[Fire2]
CellSpread=1
PercentAtMax=1.5
Wood=yes
Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100%
InfDeath=4
Sparky=no
Fire=yes
ProneDamage=600%

[FireStream]
Image=FLAMEALL
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=Fire2
Damage=2
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=FLAMTNK1

art

[FLAMEALL]
Start=0
End=75
LoopCount=1
Rate=220
AnimPalette=yes
AnimLow = 8
AnimHigh = 22
AnimRate = 1
Flamer=yes
Warhead=FIRE

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 24, 2010 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Logic is broken in RA2 iirc.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sat Apr 24, 2010 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I've tried this several times & have never got it to work.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 24, 2010 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

TreeFlammability=

By the sound of it it should be higher, but likely wont work.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Apr 24, 2010 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Apr 26, 2010 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Try Sparky=yes perhaps along with the needed animations for no IEs?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 26, 2010 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^ 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)

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I already tried Sparky=yes. It didnt do anything different than if it was Sparky=no.

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High Templar X
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Joined: 26 Apr 2010

PostPosted: Mon Apr 26, 2010 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

At least this way, you can use Sparky=yes without that fabulous IE window.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

that is true.

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 Very Happy

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Tue Apr 27, 2010 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

You can spawn fire anyway. It's not really that hard.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 27, 2010 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 27, 2010 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 27, 2010 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Cranium
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Location: USA

PostPosted: Tue Apr 27, 2010 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, what do you think? Is it worthy of a tutorial or not.



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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Apr 27, 2010 9:28 pm    Post subject: trees Reply with quote  Mark this post and the followings unread

call 911!!!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 27, 2010 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

This is how it should look like.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 27, 2010 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO, thats an awful lot of damage produced by just one flame thrower Razz

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.



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Apr 28, 2010 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Razz



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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Apr 28, 2010 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Mmmmm fire.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Apr 28, 2010 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

must of lagged though, all good things do in this game xD

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 28, 2010 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Apr 28, 2010 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Embarassed

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Apr 28, 2010 2:07 pm    Post subject: fire Reply with quote  Mark this post and the followings unread

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 Razz


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

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Apr 28, 2010 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Apr 28, 2010 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Man this is sweet!

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Fri Apr 30, 2010 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Forest fire logic works in Ra2 & YR. I already had mine working. Rolling Eyes 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.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Apr 30, 2010 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 01, 2010 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this is the best forest fire I've put together yet. Evenly spread out with no lag. Look alright to y'all?



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun May 02, 2010 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool! Purple trees?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon May 03, 2010 4:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool! Palette errors?

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon May 03, 2010 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Razz

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Eldrei
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Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Wed May 05, 2010 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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. Rolling Eyes

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed May 05, 2010 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Just as I thought, that is not a true tree fire. Rolling Eyes

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed May 05, 2010 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Now if you can make it start from a one or few trees and spread out evenly while slowly destroying trees it would be awesome!

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Thu May 06, 2010 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Just as I thought, that is not a true tree fire. Rolling Eyes

It doesn't matter. Mine doesn't lag like hell anyway. Rolling Eyes 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.

Dutchygamer wrote:
Logic is broken in RA2 iirc.



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.

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Cranium
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PostPosted: Thu May 06, 2010 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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? Rolling Eyes and lastly, OMG I thought TreeFire and Onfire went in the Infantry list, pfft Rolling Eyes Come on dude are you serious?

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Thu May 06, 2010 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium, Eldrei is just a troll. Stop feeding it.

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Eldrei
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PostPosted: Thu May 06, 2010 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

lul k.

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