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Gem growers?
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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Tue Jun 04, 2013 3:12 am    Post subject:  Gem growers?
Subject description: Gem growers?
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Is there any information showing how to make a Gem grower?  It's weird how they would have the BlueTib growers In firestorm but then not have Gem growers in RA2, Does the function still exist? Ive been doing a lot of modding and looking around and never seen anyone discuss it,

Thanks

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Jun 04, 2013 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread


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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Tue Jun 04, 2013 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

This is what I mean you're all I need see, me and search function don't get along anymore, besides I have you and you're all I need <3

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Jun 04, 2013 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Ren just got a new best friend.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jun 04, 2013 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought they were in love? #Tongue

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jun 04, 2013 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 04, 2013 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

You mean a BuildingType or an OverlayType...

Not sure who posted it but someone posted a Tutorial for a Non-Laggy Version for a Building Ore/Gem Spawner

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 04, 2013 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The code of the above posted tutorial has quite a lot of redundant stuff and isn't very user/mapper-friendly.
-warhead and weapon are not necessary. It's bad to have it to force fire to work.

A simple dummy building (can be invisible) which spawns tiberium via an activeanim is much more convenient to use. Just place it on a map and it works already.

1) create a dummy building (e.g. light post clone which you then call GEMSPRD or something)
2) give it an activeanim e.g. ActiveAnim=SPAWNTIB
3) create the necessary code to loop the activeanim and let it spawn in intervals some debris
e.g.
[SPAWNTIB]
Image=CLRANIM ;create an empty SHP with 10 frames
LoopCount=-1
TrailerAnim=TIBDEBRIS
TrailerSeperation=250 ;LKO: adjust this for tiberium spawn rate. Higher means slower

;the invisible dummy debris that spawns the tiberium
[TIBDEBRIS]
Image=CLRANIM
Elasticity=0.0
MinZVel=10.0
MaxXYVel=100.0 ;adjust this to change the range over which tiberium is randomly spawned
ExpireAnim=none ;you can set here a twinkle anim or something else that should be played when the tiberium is spawned
IsTiberium=true
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Bouncer=yes
TiberiumSpreadRadius=0
TiberiumSpawnType=TIB2_01 ;set here the overlay that should be spawned (don't know if the RA2 Gems use TIB2 too)

4) don't forget to add the new animations to the [Animations] list in rules.ini

5) place the building on a map and let it spawn Tiberium/Ore/Gems

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Tue Jun 04, 2013 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Lin kuei

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jun 04, 2013 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO will this same code work for TS ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 04, 2013 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes

see the invisible tiberium spreaders in TI and in the upcoming DTA version.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jun 04, 2013 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

just to ask something that was poking me for so many years
TiberiumSpawnType=

did anyone found a way to spawn big tiberium patches ?

I know I asked Matze somewhen in 2004 how he did it with his FinalSun
his answer was that game does that automatically when
small tiberium patch finds itself near a "field"

but then again that should worth for "ingame" too no ?

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how did we end up here ?

this place is horrible ...

smells like balls ...


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 04, 2013 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a difference if an overlay is on the map, or spawned ingame.
The ingame spawning via debris only creates the smallest stage 1 patches.

The only exception are dying units with TiberiumHeal=yes. When they die, the spawned tiberium is added to the ground and not only spawned there. Thus existing patches become bigger, the more often the unit "dies".
A unit can die multiple times using deathframes and thus create bigger grown patches (see cyborg reaper from TS).

Though i don't know if the TiberiumHeal logic still works in RA2 and if it spawns Ore instead when such a unit dies. IIRC is tiberium healing not working in RA2.

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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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jun 05, 2013 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

TiberiumHeal doesn't work in RA2, atleast it didn't unless Ares has fixed it....Cant remember if it was fixed with Ares or not.

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Wed Jun 05, 2013 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I dont think it did -Cranium

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Jun 05, 2013 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB is working on it IIRC.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jun 05, 2013 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is working in my build already. But 0.3 RC2 comes first.

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