(It requires oreanim.shp even if it uses Inviso, otherwise it will cause IE. Just add blank file)
Problem is that infantry dies quickly almost instantly, even if I reduced damage at minimum. 3% verses against infantry, and damage 6. Beyond wont damage them at all.
Against vehicles, it has no effects even if I put 500% versus. it must be higher damage, about 20, 30 or above to damage them, still they die quickly.
I even tried adding loop start and loop end at anim, hoping that damage will begins each time animations starts, but seems no effect, as damage is every frame.
So problem is either die quickly or no damage at all.
Any suggestions? Can I reduce ROF or something like that to anim, to damage slowly? _________________
But I put Rate=50, and Initiates seems dying little slower.
Whats default rate anyway?
I must check around to see if it depends of anim too, to increase frames to 50 or 100, and to increase damage in order to activate it for vehicles, and after testings and testing, finally we can make working tiberium damage.
its very good for stock YR that we can attach Poison=yes, so ImmuneToPoisons=yes makes desired units TiberiumProof.
Additionally, Ares custom armor type will do rest of job!
Hey Atomic_Noodles, in TS Tiberium just damaged infantry or both infantry and vehicles?
Do you now theoreticaly how for example would many seconds need soldier to die with health 100? So I would know how to adjust it, if possible _________________
D-D-d-double post! (I have seen that somewhere here)
Atomic_Noodles, definitively lower rate means slower, at least here. If I put Rate=450 they die almost instantly, if I put Rate=10 it damages them slowly, like conscript machine gun, or little slower! yeah!
Soon! Soon! MasterHaosis will do another trick!
No longer LKO and other TS fanatics may laugh at us for some disabled features _________________
My bad... I was still sleepy at that time. But yeah Lower Rate means slower.
Well who know maybe Haosis is making irradiated Ore (Which means Vehicles with Crews are supposed to be damaged) _________________ ~ Excelsior ~ QUICK_EDIT
Up Lasher tanks slowly damaging. Down, Initiates melting. it would take initiates about minutes standing/walking into ore to die at my current settings. Lasher Tank needs longer.
NOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Even if no ore present, animation is invisually displaying, doing EVEN DAMAGE!
Guys WTF HOW CAN I FIX IT?
Seems that its because LoopCount=-1, so even HideIfNoOre=true does not force animation from dealing damage! _________________
In TS you add IsAnimatedTiberium=yes to the anim, so it's removed once the overlay is gone. Not sure if that key exists and works in RA2.
Also keep in mind that a map full with Ore/Tiberium will definitely cause lags, when you force the game to play hundreds of damaging anims at the same time. _________________ SHP Artist of Twisted Insurrection: Nod buildings
In TS you add IsAnimatedTiberium=yes to the anim, so it's removed once the overlay is gone. Not sure if that key exists and works in RA2.
Hmmm... nice code, I do not know if we have it. First time I heard of such. Modenc does not say anything related to it, there is no such code.
Lin Kuei Ominae wrote:
Also keep in mind that a map full with Ore/Tiberium will definitely cause lags, when you force the game to play hundreds of damaging anims at the same time.
Well, surprisingly, its not lagging, maybe slow downs little.
(Although I did not teest full game at 8 maps player, I just checked 2 players in map for 8 players and it made little slowdown. So you got point).
Renegade wrote:
No matter your ultimate solution, do yourself a favor and check your mod in multiplayer before you invest too much work into this.
IIRC, CellAnim causes Reconnection Errors.
Renegade, well I was reading this, and it did not say anything about Reconnection errors
http://modenc.renegadeprojects.com/CellAnim
ABout INVISO which also may cause error, that can be removed as I am using blank anim.
But did not Ares fix things which causes such errors?
Yes, I know for that tutorial, but that has its issues
Quote:
I. damage only occuring in one cell
II. indiscriminate, unbalanced damage every frame
III. excessive lag
So, then my attempt failed.
We will have to wait then for AttachEffect, if it is going to be assigned to overlay types aside by techno Tupes. _________________
In DTA, Bittah and me succesfully tested CellAnims in MP. The problem with reconn-errors in the past was, that keys like RandomRate and RandomLoopDelay were used on the animation, which caused the sync-losses. _________________ SHP Artist of Twisted Insurrection: Nod buildings
IsAnimatedTiberium exist in RA2YR, not sure if they still work though. If it works, I'm kinda positive this might work with some other clever tinkering. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
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