Posted: Thu Jan 02, 2014 9:06 am Post subject:
Ore
I would like to replace the ore for a mod. here is my plan.....
1] I want have 3 kinds
2] For visual reasons I want these 3 kinds to stay visible at all times without showing an image of being depleted.
3] I want the ore to be only 1 cell without it spreading and be a certain value.
This is my plan to do this:
1] Replace all of ORE1,ORE2, and ORE3 with a single type for each individual file.
3] I can edit the type in the rules for value and not spread. I would make the value something like 75,000 so I can place say 10 of these on a map to save space for other map items.
no clue on 2. From what I have been seeing I think my ore style is unique therefore I can not give out too much info on the process.
Looking at the pic:
Ore Style A will be 1 cell, and never spread further than 1 cell
Ore Style B will be 1 cell, and never spread further than 1 cell
Ore Style C will be 1 cell, and never spread further than 1 cell
I want it to be where if I place Ore Style A I don't have to worry and B or C magically showing up as an image. And if I make the tib value so high do I need the tib tree on the map? Can I place the Tib Tree one cell away from the tib and not have a problem. And how would I place these ores..... TI had had 3 kinds. Is this making any sense?
ore example.png
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_________________ 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
To answer all of them, you can use the following 3 Ores for 3 different types, AFAIK you can have 4 different ores total. TIBTREE's are only there to grow ore, if you don't need to grow it, then you don't need them.
These won't grow and are worth 75000 per bail:
[Riparius]
Name=Tiberium Riparius
Image=1
Value=75000
Growth=10000
GrowthPercentage=0
Spread=10000
SpreadPercentage=0
Color=NeonGreen
As far as an undepleteable image, pretty sure you would have to change all the images to the same in the SHP as I'm sure it's hardcoded to use as many frames as it uses.
Also, the additional Ore would have to be added to the FA2 list, as TI has its own map maker, allowing them to place the additional ore. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
To answer all of them, you can use the following 3 Ores for 3 different types, AFAIK you can have 4 different ores total. TIBTREE's are only there to grow ore, if you don't need to grow it, then you don't need them.
These won't grow and are worth 75000 per bail:
[Riparius]
Name=Tiberium Riparius
Image=1
Value=75000
Growth=10000
GrowthPercentage=0
Spread=10000
SpreadPercentage=0
Color=NeonGreen
I knew about editing this part for how much each can cost.... I would have changed spread to "0" because I only want it to be on one cell and thats it. Can you give me a little more info on this
Quote:
Also, the additional Ore would have to be added to the FA2 list, as TI has its own map maker, allowing them to place the additional ore.
where would I put such info or which file from TI contains this so I can learn on how to do it...... Thanks for the info. _________________ 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
Posted: Thu Jan 02, 2014 7:25 pm Post subject:
Ore
The pic is just to have image. I would make as many frames as I need and copies of this image and name them accordingly. All the images and frames would be the same. When the harvester comes and takes ore, the image will not change. The ore would be of high value so that it would not need a tibtree. You could place say 20 of these on a map and it would take up less space. The value wouldn't be like 10 million, but enough to have cash on the map. If I can get it working I would share my idea so others can use it. I think it might be useful, I don't know until I get it working, if I can.
Ore.png
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OK, i have been looking in the mix file and find the are multi "ores" btib, crystal, gems, gold, and tib. Now gems, tib, btib all look the same, gold looks like gold and crystal is debris? not sure what it is. some help on defining these?
How would I set these images up for 3 different kinds of ore? _________________ 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
4StarGeneral posted the code you needed, you just need to make graphics for TIBXX (Riparius), GEMXX (Cruentus) & TIB2_XX (Vinifera). To add them to a map look in FA2's Overlay & Special drop down list on the bottom right. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 03, 2014 10:50 am Post subject:
I'd use TIB3_XX (Aboreus) instead of Vinifera due to some WW maps using Vinifera as Riparius, iow WW mappers painted third ore instead of first. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
1] I want have 3 kinds
2] For visual reasons I want these 3 kinds to stay visible at all times without showing an image of being depleted.
3] I want the ore to be only 1 cell without it spreading and be a certain value.
1) as mentioned before, there are 4 different tiberiumtypes, so take 3 of them
2) that's problematic. Because, the resources are hardcoded to have 12 frames and completely consumable. You can not say that only frames 1-11 are harvestable and frame 0 is not harvestable. All frames work exactly the same.
If you create a terrain tile with the image of an ore field, then you could still completely harvest the ore overlay away. This would end in a field that looks like it has ore, but can't be harvested because there actually is no ore.
3) see the resource specific values for Spread and Growth
Nikademis Von Hisson wrote:
This is my plan to do this:
1] Replace all of ORE1,ORE2, and ORE3 with a single type for each individual file.
3] I can edit the type in the rules for value and not spread. I would make the value something like 75,000 so I can place say 10 of these on a map to save space for other map items.
3) won't work well. your harvester will move to the ore patch, completely harvest it away, bring one load to your ref giving you a huge amount of money, but then the ore is gone and you never get any money anymore.
For me it sounds like you want an ore overlay that can be endlessly harvested. Like an oil derrick logic combined with harvesters to bring the oil back to the refinery. Such a logic is hard to create, maybe not possible at all.
1. the ore needs the usual small value, so a single full harvester isn't giving you all the money in the world
2. You would need to make the ore grow extremely fast, with Spread=0, so as soon as a frame is harvested, it grows back and your harvester can never completely consume all frames of the ore patch.
But ore growth logic isn't reliable enough to be sure it always grows back fast enough.
3. to make sure the ore comes back in case it was destroyed or completely harvested, the special terrain tile needs an attached animation (like waterfalls) and this animation has to spawn via art.ini debris a new patch of ore. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Mig, yeah saw the code. i suck at explaining stuff. i find it easier if someone is right there to show. OR: if I explain what my total intentions are. what is the pal for these?
Since LKO pretty much figured what I am looking for when I get the chance to I will put up my idea. Maybe then you guys can see what I am trying to accomplish and maybe there is a way to achieve it with out me being so cloak & dagger about it. _________________ 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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 03, 2014 1:29 pm Post subject:
He can, as long as there are no two color slots on the pal which share the color, it'll work. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
thanks for the info guys, you have been a big help. once I am done with shoveling the snow I will come back and let you guys in on my plan for the ore _________________ 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
Posted: Fri Jan 03, 2014 8:47 pm Post subject:
New concept of Ore
OK, here was my idea. I did not want to post this because this is unique concept, plus I did not know if it could work. I have been working this for a while. I also understand the purpose of ore and feel that the space that ore/gems/tiberian take up is overrated. I was working on the idea of making a single cell "ORE". I was looking at a bank, water bound oil derrick, and possibility of a coal mine. The bank would be just a building that could not be occupied just there for visual reasons. Maybe even make it using the Tmp studio. The ore image would be yellow cross walk in front of the bank, the oil derrick would be a platform with a single cell oil looking image, with same thought as the bank. As for the coal mine that thought is still up in the air. This way I can have say 14 single cell items that players still can fight over. it gives me room to build without cluttering up a map.
I knew what code to edit, but not to the fullest extent. You guys helped out and hopefully I can make this work like I want it to. _________________ 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
using Mig Eaters idea of very slow harvesting speed and only Storage=1 on the harv, you could also think about making the Bank a real building and let this spawn the ore via art.ini debris.
Using 3x3Refinery as the foundation (or Ares custom foundation), you even have a free passable and still accessable cell enclosed in the building.
It would be just a tiny bit of art.ini debris coding to make the ore spawn on that exact cell.
This way you're free to make that refinery destroyable and/or buildable which would give it a lot more dynamic than a static never changing place where you can harvest money. _________________ SHP Artist of Twisted Insurrection: Nod buildings
well, thats why i wanted a high value ore, i wanted it to be only 1 cell and not spread......
or are you saying that if i place one cell with no spread it will stay one cell with the building?
the ore wont be placed near the base it is suppose to be a challenge, let me get to work on this and hopefully i can get some things tied together..
You guys have been a big help, thanks _________________ 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
[Riparius]
Name=Tiberium Riparius
Image=1
Power=4
Value=25
Growth=100 ;grow extremely fast
GrowthPercentage=100 ;100% chance to grow
Spread=100000 ;extremely long delay, so basically never spread
SpreadPercentage=0 ;0% chance to spread
Color=NeonGreen
art.ini debris logic can spawn only 1 patch of tiberium and as i said you can make it spawn on that exact cell in front of the building. _________________ SHP Artist of Twisted Insurrection: Nod buildings
thank you so much............if this works out like i want it, i owe you guys a beer _________________ 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
ok, never thought of checking image in the modenc, just tib... _________________ 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
OK, i made a back up copy of my RA2 & RA2md mix file and removed all the gem files from there. I wanted to be able to make 1 gem file (gem01) so I don't have to make multi copies. Can I do this? I do remember seeing multi tags or what have you in the rules. I just need a yes or no answer. If yes, then I will work on trying to solve it adn only ask for help after I have exhausted all my options. _________________ 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
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