You know how to add triggers?
Yes, it can be done via triggers, look in the list of actions, I dont know exactly what number it is.
It should be something like 'Play particle anim at...'
Choose your anim and a waypoint.
You can add waypoints through the left thing, where you also select structures, units, trees. If you don't see 'Waypoints' disable 'Beginner Mode' _________________ QUICK_EDIT
you could also attach alot of anims that use ,
Translucent=yes
Translucency=25
to the terrain tiles via snow.ini,temperate.ini,urban.ini,etc.
I wouldnt go to crazy with it though, game might not even function if you apply to many of them.
[Edit] you need to add a waypoint for the trigger way to work. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I made a map when I was very young called "Sea of JPPWPWEWEPWIEPWQIQWO" or someshit, anyway I made a trigger that built a few "Invisible Orange Lamp"s at a few waypoints and that made it lag badly for some reason, try that.
You could put loads of waypoints outside the map and then make them all play a laggy anim. Last edited by -=HelloDave=- on Wed Dec 01, 2010 4:02 pm; edited 1 time in total QUICK_EDIT
MP doesnt support base nodes, put them on the map before you start the game. So they are already on the map when you start.
@ FistOfFire, you don't have to attach the trigger to a tank or whatsoever, just place it on a waypoint like Cranium said. _________________ QUICK_EDIT
I think you are wrong, I edited those and placed them in a mix called expandmd94, nothing changed ingame, I even made them complete pink just to try out, and nothing changed.
Now, back the the damn map problem.
So I have to place my trigger on a waypoint, got that. But I dont know how to do it, I create a new waypoint with a special ID(otherwise it become a starting point), but then I cant do anything with it, so how am I suppose to apply a trigger to it?
I tried create a new celltag, before I could place it, I could chose which trigger I could attach to it, so I chosed my Smoke trigger, but nothing happend ingame. QUICK_EDIT
Lin Kuei Ominae wrote:
clat01.tem - clat16a.tem in RA2.mix/isotemp.mix
I think you are wrong, I edited those and placed them in a mix called expandmd94, nothing changed ingame, I even made them complete pink just to try out, and nothing changed.
No, LKO is not wrong.
When you edited them did you change the names of them or add any new ones? Just as long as they are still named clat01-16 it should show the changes."assuming you did it correctly"
for the trigger/waypoint problem, you attach it to the waypoint with this.
Image1.png
Description:
Filesize:
66.3 KB
Viewed:
4407 Time(s)
_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Lin Kuei Ominae wrote:
clat01.tem - clat16a.tem in RA2.mix/isotemp.mix
I think you are wrong, I edited those and placed them in a mix called expandmd94, nothing changed ingame, I even made them complete pink just to try out, and nothing changed.
No, LKO is not wrong.
When you edited them did you change the names of them or add any new ones? Just as long as they are still named clat01-16 it should show the changes."assuming you did it correctly"
for the trigger/waypoint problem, you attach it to the waypoint with this.
That.
THought you have found that, but yeah, thats how its done. A waypoint above 7 should do the trick. To make it repeat just set the Repeating thingy to 2 instead of 0. Its on your first/left screen.
clat01-16.tem files in RA2 are dark grass LAT transition tiles, not basic clear terrain which is what is pictured in those screenshots. Clear terrain is called clear01*.tem, altough replacing just those tiles will look weird with all LAT, cliff etc. transitions still blending with the old clear tiles so you have a lot of work ahead if you want your new terrain to look any good, unless it already happens to blend well with all the old tiles. QUICK_EDIT
hmmm, add a cloak generator that covers whole map, then add a trigger that spawns 1000 men every 15 seconds off the map, have the spawned men walk to a waypoint off the map and set the trigger to repeating.
Make sure the men walk across the entire map and make lots of obstacles to increase AI path-finding issues to further increase lag.
And if it still doesn't lag then your computer is really nice and well have to consider more drastic measures...... _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Posted: Sun Dec 05, 2010 4:06 am Post subject:
Re: Noob Questions
FistOfFire wrote:
Case one:
How do I make a lagg map? yes a map that laggs alot?
I tried placing 968 grizzly tanks on a map but it was still kinda lagfree. tipps?
Case two:
I want to edit the terrain in this picture:
- What file should I be looking for?
- What tool can I edit the file with(I assume its not a shp)?
- What palette does it use?
Email me if you want the TMP Studio.....I tried sending in a PM but it keeps saying my attachment limit has been reach, but I know it hasn't _________________ 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
I still dont understand your reasoning behind this, but anyway, I dont know why attaching an anim by way of trigger isnt working for you. You must be doing something wrong. But like I said the best way to get lag from start to finish is to attach translucent anims to terrain tiles via the terrain.ini's. Make some water anims, like waves or something, and apply them to the normal water tiles. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Well, the smoke particle still dont show up, however I get the lag effects from it. And its now a laggy ass map.
Case one closed.
Thanks everyone for the help QUICK_EDIT
Engine will switch detail level to lower (if it hasn't already been changed to such from options menu) if frame rate drops below DetailMinFrameRateNormal= or DetailMinFrameRateMovie= if there's ingame movie playing, and will then toggle it back (unless you changed it yourselves from options menu in first place) when FPS exceeds DetailMinFrameRate(Movie) + DetailBufferZoneWidth.
Effects of using the lower detail level, to my knowledge, atleast include the following:
- Railgun & smoke particles will not be drawn. Same might apply to spark particles too but definitely does not effect gas particles.
- Laser drawing appears to be simplified, i.e more solid coloring instead of glowing effect.
- DetailLevel= tag in art(md).ini can probably be used to turn anims on/off depending on the detail level but not sure if this works as intended.
- TranslucencyDetailLevel=, same as above but for translucency. Again not entirely sure if this works.
I guess this is the reason why your smoke particles didn't show up, the framerate was likely too slow and game switched to lower detail level in a (futile) attempt to remedy the lag. QUICK_EDIT
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