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looking for an image
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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Tue Jun 26, 2012 7:48 pm    Post subject:  looking for an image
Subject description: it is used by CRYSTAL1
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currently im working on a simple tiberium spawning weapon, according to LKO's topic, i put CRYSTAL1 into my warhead's animlist. Thanks to LKO, it works without any problem. But the little orange shards just look a little bit odd, so i want to replace them with other images. Unfortunately, with my limited knowledge to art.ini. im not able to archvie my goal.

i added Image=XXX to [CRYSTAL1] in order to replace those shards with PIECE, TIRE or even Meteor's image, i tried both shp and vxl files but never make difference. I'm getting confused because those shards image seems dont exit in conquer.mix or local.mix, i cant judge them the shp or vxl.

any help?



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 26, 2012 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I got it right what you mean, than those shards are part of the explosion.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 26, 2012 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, they are art.ini debris
like this.

a bit bad visible on liaocheng's image, but there are around 14 shards too

@liaocheng
I have no clue why the image doesn't change. Are you sure you set it right?
e.g. not that the explosion spawns crystal2 and you change crystal1.
or you wrote something wrong.
post your code here, so i can have a look

It's fact, that you can change perfectly fine the image of the art.ini debris. However only SHPs work on them. But things like flying minigunners or wolverines are no problem.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 26, 2012 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, that thing. Yeah, sorry, I indeed didn't seen it on my 1680x1050 at first.

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liaocheng
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Joined: 28 Apr 2008
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PostPosted: Wed Jun 27, 2012 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, maybe i wrote something wrong, but its working now, thanks.

but i got one more question, how to adjust the rate of Trailer anime?
Both meteors and missiles have SMOKEY2 as trailers but it seems their rates are different.

I spent a whole night on researching an air-dropped cluster bomb which differs from airburstweapon. The key is Trailer=XXX. In my case, i added Trailer=CRYSTALA (a simple clone from CRYSTAL1 with modified Image, ExpireAnim and no longer spawns tiberium) to the bomb that is launched by a bomber, as a result, sub-bombs will be released as soon as the bomb starts to fall, the rest i need to do is adjusting MinZVel and MaxXYel to make the drops look more reasonable. IMO this type of cluster weapon looks far better than using airburst logic and it should work on any projectile while airburstweapon only works on certain.

I dont know anyone else has tried this combination before, but i consider this as a great discovery for myself. Im going to make another air-dropped bomb with invisible projectile, but Trailer=CRYSTALA will make it look like an Pattern bombing. Brilliant!!!



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 27, 2012 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

liaocheng wrote:
but i got one more question, how to adjust the rate of Trailer anime?
Both meteors and missiles have SMOKEY2 as trailers but it seems their rates are different.

on art.ini debris/meteors you can use TrailerSeperation to speed up/slow down the rate at which the TrailerAnim is spawned. On projectiles such a key does not exist, unfortunately. There you can only slow down the projectile speed, so the traileranims come closer to each other.

liaocheng wrote:
I dont know anyone else has tried this combination before, but i consider this as a great discovery for myself.

I made something like this for DTAs elite A10.


As nice as this may be, keep in mind that art.ini debris/bombs have no connection to the firing unit anymore, thus the unit will never become veteran/elite.
Enemy units also won't retaliate if a unit with such a weapon fires on them.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Jun 27, 2012 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

As nice as this may be, keep in mind that art.ini debris/bombs have no connection to the firing unit anymore, thus the unit will never become veteran/elite.
Enemy units also won't retaliate if a unit with such a weapon fires on them.


Another downside is, that if you try use the weapon on anything residing on a water tile, the debris impact on the surface will only cause splash animation to appear, without triggering warhead at all and thus not doing any damage either. Considering how small part naval warfare in general plays in TS and most mods, this might not be a huge issue.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Wed Jun 27, 2012 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
As nice as this may be, keep in mind that art.ini debris/bombs have no connection to the firing unit anymore, thus the unit will never become veteran/elite.


Ahh, its so beautiful. And i think being an elite weapon will no longer bother u about the issue of earning experience.

As u have mentioned in other topics, the Warhead=XX in art.ini is ignored on normal anims, does it mean we have no way to change its warhead? (always flameguy death...)

Furthermore, how to change the falling speed of bombs? i think Gravity=X in rules.ini is an globe setting while i just want to adjust some particular weapons.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 27, 2012 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, as an elite it doesn't matter, but said you use it as a regular weapon. Wink

For normal anims, the warhead that stands on the FlameDamage2 key in rules.ini is used. Though that shouldn't be changed as you run in trouble if you do something wrong on this one (e.g. causing feedback loops)

either change gravity, but be warned that this changes several other things too, or use something different, like a slow flying missile or an art.ini debris with a slow speed.

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liaocheng
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Joined: 28 Apr 2008
Location: China

PostPosted: Wed Jun 27, 2012 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
either change gravity, but be warned that this changes several other things too, or use something different, like a slow flying missile or an art.ini debris with a slow speed.


Hmmm, i wont touch that seems it may cause a lot of troubles.

After a few tests i still cant get a satisfying cluster weapon. It is working but not as good as yours. I wanted to get an long bombing run but if i extend its weapon range, bomber will always drop bombs prematurely. Also there is a visual problem as well, since im using an invisible projectile with Trailer=XX, sub-bombs tend to appear from midair(follow the trail of the invisible bomb) rather than close to the bomber. I tried LoopEnd=1 but doesnt fix that.

Would you kindly show me how code a weapon that looks like yours a10 Napalm bombing run?



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Lin Kuei Ominae
Seth


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PostPosted: Wed Jun 27, 2012 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use the firing anim of the weapon instead of the projectile. Wink
[MYWEAPON]
Damage=0
Projectile=Invisible
Anim=CLUSTERBOMBS ;give this animation in art.ini the traileranim of the art.ini debris

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Thu Jun 28, 2012 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Use the firing anim of the weapon instead of the projectile. Wink
[MYWEAPON]
Damage=0
Projectile=Invisible
Anim=CLUSTERBOMBS ;give this animation in art.ini the traileranim of the art.ini debris


wat else can I say..?
Brilliant!!!!!

what weapon combination else have u created? Would u kindly teach me more? Thanks!

One of the other objectives I'm working on is adding misc sound effects to this game, that will turly make a base realer. So far I've done MCV construction sound, harvester unloading and loading anime with sound at refinery, and Nod war factory' door anime with sound effect as well. However, the door anime for GDI war factory seems missing, thus I cannot make it on GDI war factory. Do u have any idea where it is?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 28, 2012 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Door animations don't have an art.ini entry. All the game needs to know (amount of frames etc) is set via the keys in the building itself (DoorStages, DamagedDoor etc).
You can only use the ProductionAnim and PreProductionAnim keys to add a dummy anim which plays the soundeffect.


liaocheng wrote:
what weapon combination else have u created? Would u kindly teach me more? Thanks!

I did a comprehensive list of weapon tests for TI. (something around 20 different and kind of unique weapon effects)
If Aro agrees, i can show some pictures of them here. Though for now they are still TI staff exclusive.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Thu Jun 28, 2012 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
If Aro agrees, i can show some pictures of them here. Though for now they are still TI staff exclusive.


That will be the biggest gift I have ever received throughout my life, no joke. Very Happy

But I do respect ur work and Aro's decision, if he says no, that's ok. Some tips about those weapons would be appreciated.

I'm planning a dual rail gun weapon but don't have time to test it yet. A dual laser weapon can be done by Burst=2 and BurstDelay0=0, I think it should work on rail gun as well but since there is a particle system attached, it remains unclear to me.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Jun 28, 2012 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread


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liaocheng
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Joined: 28 Apr 2008
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PostPosted: Thu Jun 28, 2012 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Use the firing anim of the weapon instead of the projectile. Wink
[MYWEAPON]
Damage=0
Projectile=Invisible
Anim=CLUSTERBOMBS ;give this animation in art.ini the traileranim of the art.ini debris



well, after a few test, it works ok. However, there are still something remain unknown to me.

1. how to make bombing runs as long as urs.
2. how to drop so many bombs as ur A10 does.

Please take a look at my code.

----------RULES----------
[Bomb2]
Damage=0
ROF=50 ; the higher this value, the longer bomber flys straight until turnning around
Range=3 ; this actually becomes the range from target and where the bomb is dropped
Projectile=Invisible5 ; original Invisible would make my plane do shuffle attack, so i create a new one
Speed=0
Floater=yes
Warhead=Slimer ; cheap warhead without anim explosion
Bright=yes
Anim=CLUSTER

[Invisible5]
AG=yes
AA=no
Acceleration=0.1 ; not sure its working or not, i just wanted to slow down the fall
Shadow=yes


--------ART---------
[CLUSTER]
Surface=yes
TrailerAnim=CRYSTALE
TrailerSeperation=1 ; if number=1 only 2 bombs dropped, =2 means 1 is dropped, >2 drops nothing.
Report=HKFLAMEINF ; just for test, to notify me when the bomb is dropped

[CRYSTALE]
Elasticity=0.0
MinZVel=1.0
MaxXYVel=10.0
Image=DRAGON
ExpireAnim=TWLT026
Damage=150
DamageRadius=100
Warhead=TankOGas
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
Theater=yes ; yeah, this is the bomb.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 28, 2012 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does an SHP named cluster.shp exist?
If not you should create one, as the game would play your anim only for 1 or 2 frames (because more obviously don't exist).
A very useful SHP is a blank one. 10 empty frames with 10x10 pixel size. I did one too and named it clranim.shp and used it already on many different things. (it became the most used shp at all, as many logics need an SHP to work, but i often still want them invisible)

Then change the code to the following
[CLUSTER]
;Surface=yes ;remove this, as this is no anim played on ground level below other ground units
Image=CLRANIM
Start=0
End=10
Rate=100 ;lower this to make the anim played longer, raise the value to shorten the duration
TrailerAnim=CRYSTALE
TrailerSeperation=1 ; if number=1 only 2 bombs dropped, =2 means 1 is dropped, >2 drops nothing.
Report=HKFLAMEINF ; just for test, to notify me when the bomb is dropped

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liaocheng
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Joined: 28 Apr 2008
Location: China

PostPosted: Fri Jun 29, 2012 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, didn't know an shp file is needed, thank u, I wil do this when I got home tonight.

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liaocheng
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PostPosted: Fri Jun 29, 2012 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, finally it works!!!!
thank u great LKO, without ur help I could never done this masterpiece for myself.

but there is one last thing that confuses me, how did u get the Bright on impact? Since those cluster bombs have nothing to do with the weapon itself anymore, Bright=yes entry won't work, I've been thinking about this issue since the first time I saw ur a10 performance, but it still remains secret to me.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Fri Jun 29, 2012 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

since this is an art.ini debris, it uses correct the Warhead key.
Thus you can set a Warhead which has the key Bright=yes in the rules.ini warhead definition. (the Bright key works on weapons as well as warheads Wink )

An art.ini debris uses every key from the warhead except
-special logics like Web, EMEffect
-AnimList, as this would obviously cause feedback loops if the debris uses a warhead which has the debris as animation again.

Hint: Particle= is used from the warhead too, so you could let each art.ini debris create a gascloud or any other particlesystem with the warhead. Wink

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liaocheng
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Joined: 28 Apr 2008
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PostPosted: Sat Jun 30, 2012 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

particle is the thing that I'm always interested to research but too afraid to do so because it's a little bit complicated to me. I remember I tried it once, but caused serious IE that even recovery through backup rules.ini file just couldn't fix it, thus I have to reinstall the game. it's like a viper so I'm keeping away from it. if I'm going to do this, a tutorial would be needed.

Now, question time if u wouldnt mind.
1. How to add loop dummy anim to a non-production building?

2. If blue tiberiums only do explode but never chained-react , do u know why?
I'm asking this because it's happening in my game. Confused

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sat Jun 30, 2012 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

particlesystem can't crash the game the way you describe it. Once removed they won't affect it anymore.
They are actually quite simple. It's just that they allow a lot of combinations (e.g. smoke system and gas particle) and each BehavesLike type reads only a few special keys.
The biggest problem here is, that there is nowhere documented which BehavesLike ParticleSystem and Particle, reads which keys. But the original ones give already good examples.

1. add an activeanim to the building. Give this anim the keys
Image=CLRANIM
LoopStart=0
LoopEnd=10
LoopCount=-1

2. Could be changed warhead setting, which makes the chainreaction explosion do too few damage to the tiberium to cause further explosions. Check if the C4Warhead has a high enough verses value for armor "none".
Also check the keys
TiberiumExplosionDamage = (normally 100)
TiberiumStrength = (normally 20)

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liaocheng
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Joined: 28 Apr 2008
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PostPosted: Sat Jun 30, 2012 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

since buildings use particlesystem to emit the smoke when they receive an amount of damage, im thinking of replacing the smoke with something dangerous, for example, the gas, making it looks like an gas leaking accident, that would be fun.

u must have done Something similar, right? Razz

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Lin Kuei Ominae
Seth


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PostPosted: Sat Jun 30, 2012 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I once gave a building/unit an area heal effect.
Since aircraft can't have selfhealing (due to the invincible bug), you can also use a damageparticlesystem to this way repair the aircraft anyway. Another nice sideeffect here is, that the repair would be done only when the aircraft is landed. In midair does the PS has no effect, as the particle immediately descends to ground level.

A gas leak on a building would work, but it would be also dangerous as the particle would damage the building itself (and this even more than objects around the building).

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liaocheng
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PostPosted: Sat Jun 30, 2012 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

dam, do u use MSN or something else like that?
i just have endless question to ask.
an chat tool would make it much easier. Wink

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Lin Kuei Ominae
Seth


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PostPosted: Sat Jun 30, 2012 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had, but didn't installed my IM program again after reinstalling windows. So, no.
Write a list of questions here, and i'll see what i can do. Others might be even faster than me answering your questions. Wink

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liaocheng
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PostPosted: Sat Jun 30, 2012 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Write a list of questions here, and i'll see what i can do. Others might be even faster than me answering your questions. Wink


Ah u know questions dont come up together, they actually come one by one. I have worked out many problems all by myself, some of them even took me a few days, or weeks to get them fixed, very inefficient though.

This forum, especially you, helps me a lot, saving tons of time. I thank you.

alright, back to the topic. About adding dummy anim to a building, this is wat i did.

[NAAPWR] ; NOD power plant
Normalized=yes
Remapable=yes
Cameo=APWRICON
Foundation=2x3
Height=2
Buildup=NAAPWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAAPWR_A
ActiveAnimDamaged=NAAPWR_AD
ActiveAnimZAdjust=-55
ActiveAnimTwo=CUSTOM ; extra entry.

[CUSTOM]
Image=CLRANIM
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=
Report= ; yes, this is why i do this for.

well, havent tested this yet, i just need u to check if i do anything wrong.
Questions, do i have to add CUSTOM to the anim list in rules.ini? Wat is CLRANIM? is there any limit? the maximun anims in i have seen are 3, can it be more than that?

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Lin Kuei Ominae
Seth


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PostPosted: Sat Jun 30, 2012 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

liaocheng wrote:
well, havent tested this yet, i just need u to check if i do anything wrong.

I'm not sure but iirc even if the anim loops, the report won't be repeated.
Rate needs to be set. (value between 0 and 900)

liaocheng wrote:
Questions, do i have to add CUSTOM to the anim list in rules.ini? Wat is CLRANIM? is there any limit? the maximun anims in i have seen are 3, can it be more than that?

CLRANIM is an SHP with 10 empty frames of the size 10x10 pixel. It is a small invisible animation which you create to have a placeholder, when things need to be invisible, well timed and performance friendly coded (the small SHP reused several times is faster than adding lots of different SHPs)

Yes, every art.ini animation needs to be added to the rules.ini Animations list. If you only used CLRANIM via the Image key on other animations and not as a standalone animation with its own section [CLRANIM] then you don't have to add it to the list. Only animations with their own section [] need to be added there.

Use CLRANIM as often as you want. TI for example uses the CLRANIM already 28 times on various different animations.

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liaocheng
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PostPosted: Sun Jul 01, 2012 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I'm not sure but iirc even if the anim loops, the report won't be repeated.
Rate needs to be set. (value between 0 and 900)


wat does iirc mean? something for short?
actually the report does repeat, I have tested it on refinery's fire ball anim and the result is positive.

Lin Kuei Ominae wrote:
CLRANIM is an SHP with 10 empty frames of the size 10x10 pixel. It is a small invisible animation which you create to have a placeholder, when things need to be invisible, well timed and performance friendly coded (the small SHP reused several times is faster than adding lots of different SHPs)


ah, forgive me, this is such a stupid question because i just learned that from u 2 days ago!

Talking about TI, I downloaded and played the first mission of nod campaign, to be honest, I was totally shocked by the first sight of gameplay. a new but familiar graphic, well detailed vehicles and buildings, plus a perfect atmosphere. cannot wait for it's final release.

besides, the visual effect of flamethrower looks epic, would u kindly teach me the rules and art parts about this weapon? I'm not asking for every detail because it may be forbidden or classified, little hints will be fine.

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Graion Dilach
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PostPosted: Sun Jul 01, 2012 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The flamethrower art is the weapon's Anim with invisible art from the projectile.

IIRC is If I Remember Correctly

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Lin Kuei Ominae
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PostPosted: Sun Jul 01, 2012 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

As Graion said, the flamethrower is like an MG/Minigun with an invisible projectile. It only has a fire warhead to leave some flames. What you see is nothing else than a 3dsmax rendered flamethrower animation (1 for each of the 8 directions) which is used instead of an ordinary MG muzzleflash anim.

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liaocheng
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PostPosted: Sun Jul 01, 2012 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

ah, thank you Graion and LKO.

the reaper's weapon seems very interesting and potential, I tried some tests on its second stage, and figured out that only weapons with tracking or invisible projectile would work properly. but I still don't know what does Spliter=yes entry do. any advice?

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Lin Kuei Ominae
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PostPosted: Sun Jul 01, 2012 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Splits=yes tells the game to use the special logic, where the projectile launches a second weapon (similar to the cluster missiles Airburst=yes), when the projectile either hits the target or reaches ProjectileRange.

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liaocheng
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PostPosted: Mon Jul 02, 2012 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, it seems its impossible to speed up the falling of debris...

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Lin Kuei Ominae
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PostPosted: Tue Jul 03, 2012 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
MinZVel=-10.0
Wink

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liaocheng
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PostPosted: Tue Jul 03, 2012 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Code:
MinZVel=-10.0
Wink


hmmm, i did MinZVel=-3, didn't work obviously, I will try harder. thanks.
Btw, in [CRYSTAL1], I don't see how it controls the amount of shards that come out from tiberium explosion, may check it out when I get home tonight.

Lin Kuei Ominae wrote:
I'm not sure but iirc even if the anime loops, the report won't be repeated.


you are right, i was wrong, my apologies. iirc the report only repeat on original building anim.

I just encountered a very strange issue last night when i was working on a reaper-logic-weapon. we all know its actually a combination of two weapons(maybe more?) , I always received IE every time when this weapon entered second stage. I made sure it has nothing to do with spell or case sensitive issue. However, when I armed the second-stage-weapon separately to another unit, the problem is fixed. I soon realized the reason for the existence of dummy units (e.g WEEDGUY). Exclamation


P.S. reaper logic seems will boost the firepower of second stage weapon significantly, is that true?

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Lin Kuei Ominae
Seth


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PostPosted: Tue Jul 03, 2012 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

MinZVel and MaxXYVel are a bit tricky. Some combinations of values don't seem to work.
MaxXYVel=0 for example doesn't work at all iirc.

MinZVel is also the starting speed of the debris when it's spawned and not a speed value which it tries to reach (like projectiles). After it's spawned, it's influenced by the engines gravity setting.

CRYSTAL1 is only a single shard. If you use Spawns=CRYSTAL1 on another art.ini debris, you can use SpawnCount= to set the amount of "shards".


Yes, second stage weapons need the weedguy hack so the engine loads them. The engine loads only weapons if a unit uses it. Thus 2nd stage cluster weapons cause an IE when no dummy unit has them. (That's why the clustermissile, reaper dualrockets and the mobileempweapon use the weedguy hack)
DTA and TI for example have both added already 3 and more WEAPDUM1-3 dummy infantry units, which are only there to hold all the cluster weapons.

Example for a small dummy infantry. each can hold 3 cluster weapons
Code:
[WEAPDUM1]
Image=E1 ;this is important, as infantry without a proper sequence will cause a savegame bug
Name=Cluster Weapon Dummy
Category=Soldier
Primary= ;add here a 2nd stage cluster weapon
Secondary= ;add here a 2nd stage cluster weapon
Elite= ;add here a 2nd stage cluster weapon
Strength=100
Pip=green
Speed=3
AllowedToStartInMultiplayer=no
Cost=100
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
ThreatPosed=0



liaocheng wrote:
P.S. reaper logic seems will boost the firepower of second stage weapon significantly, is that true?

correct. 2nd stage reaper splits weapon has the damage multiplied by the factor 10. (thus divide by 10 to get the correct damage again)
In addition do 2nd stage projectiles fly only with Speed=20. There is no way (yet) to change this. Thus you get some serious problems, if you want to use it as an anti-air weapon, as usually aircraft are faster than these projectiles.

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liaocheng
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PostPosted: Tue Jul 03, 2012 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Code:
MinZVel=-10.0
Wink


i'vs done a lot of tests tonight, the value of MinZVel ranged from -30 to -10, sadly, none of them makes difference. Sad

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