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Liquid Tiberium Strike SW
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FIAMANERA
Cyborg Soldier


Joined: 14 May 2010
Location: Inside My Tank

PostPosted: Wed Jul 21, 2010 11:00 am    Post subject:  Liquid Tiberium Strike SW
Subject description: To replace the naff Chemical Missile
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This is not a new superweapon or an emulation. It is meant to
replace the relatively useless Chemical Missile superweapon.

The mechanics of the Liquid Tiberium Strike is relatively simple.
It is designed to ravage as much of map as posible instead of just
doing directed, small area damage like the other superweapons.
This achieved using animations instead of air bursts and dummy
weapons which I found tend to stack up on top of each other and
not create a wide enough area of damage. Basically the missile
produces a single explosion which sends out small, bouncy and
invisible anims which then spawn more explosions. This sequence
repeats 5 times allowing the explosions to ripple outward. The
damage is attached to the explosion anims, allowing for the
maximum spread of damage.



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SCREENSHOT.gif



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jul 21, 2010 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

What the hell xD
Talking about an overpowered weapon #Tongue Not mentioning the lag with so many animations #Tongue

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Jul 21, 2010 11:05 am    Post subject: Reply with quote  Mark this post and the followings unread

and chem isnt that useless, after all.

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FIAMANERA
Cyborg Soldier


Joined: 14 May 2010
Location: Inside My Tank

PostPosted: Wed Jul 21, 2010 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes it is a tad overpowered, but that is the idea. This is offset though by the fact you can only use it on maps with veins and it takes a LOT of veins to power it up. It does lag a little though, I'm trying to find a way of reducing this.

It is my personal opinion that the chem missile sw is a bit pants and it can easily be emulated if you want to keep it in the game and free up its sw slot for something more tasty.

Please download it and try it for yourselves.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 21, 2010 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Must be a weapon with the biggest area of effect I've ever seen in Tiberian Sun.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 21, 2010 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

FIAMANERA wrote:
Yes it is a tad overpowered


this
Code:
Verses=1000%,1000%,1000%,1000%,1000%
is not only a tad overpowered. Confused

The code is also not very correct: The Warhead on the SUPEREXP explosions isn't used, as this works only on debris. The game uses the Fire2 warhead in your case.
Though with the extremely exaggerated Damage of 5000 this doesn't plays a role anyway. You know that the Animation does for each frame 5000 damage right, and since your superexp animation has 19 frames, this explosion alone does 95000 damage.

In addition do you not only spawn one of these overpowered explosions but 210 of them due to the CRYSTAL1 anims, which are also coded wrong in the case of [CRYSTAL4A] as this has Spawns=SUPEREXP2, while SUPEREXP2 is no art.ini debris, thus it can't be spawned via the Spawn key.

Furthermore i can see that you had no clue about the functionality of several keys and simply added them to the code without knowing if and how they work.
e.g. Theater, AnimLow, AnimHigh, Voxel
These have nothing to do with this type of animation.

So my advice: start again on a small scale, check if every anim does exactly what you want and try to keep the code small. There is no need to let anim one spawn 5 times the second, this in turn spawn 6 times the third and this in turn spawn 7 times the 4th.
One anim that spawns a second is more than enough, if you adjust the flying range of the debris by giving them a correct MinZVel and MaxXYVel.

Right now your code probably creates more problems than positive effects, maybe even random IEs.

Crimsonum wrote:
Must be a weapon with the biggest area of effect I've ever seen in Tiberian Sun.

Do you want me to create an anim that kills everything on the whole map? #Tongue

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jul 21, 2010 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh, i've converted that same big anim earlier too but for ra2 and its in my released anim pack, as for coding, LKO pretty much outlined what i would have said, it is best only to use the code you need for best stability and performance assuming you know what all does of course.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 21, 2010 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Crimsonum wrote:
Must be a weapon with the biggest area of effect I've ever seen in Tiberian Sun.

Do you want me to create an anim that kills everything on the whole map? #Tongue


Apocalypse missile looks like it could do that damage kind of damage. #evil

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 21, 2010 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Lin Kuei Ominae wrote:
Crimsonum wrote:
Must be a weapon with the biggest area of effect I've ever seen in Tiberian Sun.

Do you want me to create an anim that kills everything on the whole map? #Tongue


Apocalypse missile looks like it could do that damage kind of damage. #evil


This man here, he's speaking the truth.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Jul 21, 2010 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would love to see this same explosion

on some high clear terrain with 100% deform chance Very Happy

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Wed Jul 21, 2010 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kill it with fire? No.
KILL IT WITH LIQUID TIBERIUM!!!
...for when it has to die!

Dear god this is overkill.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Wed Jul 21, 2010 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do you want me to create an anim that kills everything on the whole map? #Tongue
Yes.

New thing for C&C: the ultimate building that takes tons of money and time to get,but then release ultimate weapon that cause instant victory.
I don't remember in which game(s) I already saw that.

The only issue is to somehow keep (at least 1 of) your units and buildings alive to get the victory Razz

Maybe it could only be used against a weak AI for fun,but well Very Happy

Although for Nod,an ultimate weapon can easily be found (like Kane's final missile),for GDI I wonder what it could be.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 21, 2010 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^ this could be a quite funny game mode.
Capture the doomsday weapon in the centre of the map and hold it for 3 minutes. Then it will destroy everything on the map except the engineer which captured the building.

Sounds like the Starcraft Xel'naga temple which destroyed all Zerg and everything else on the Planet except the temple itself.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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