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 Forum index » Modding Central » Red Alert 2 Editing Forum
Unused Tiberium
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 2:45 pm    Post subject:  Unused Tiberium
Subject description: Overlays into Mine Fields
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I made this little Mine overlay so i could set up Vinifera (tib3) into a mine field.

Heres what works -
Okay we can add tiberium damage to this thing, which triggers DemoBombWH which kills our infantry and our vehicles (if they are not immune to tiberium). This is good but we can't destroy the tiberium tile at the location that the infantry or vehicle takes damage. Because you can't actually produce an animation this way.

But Heres the theory ---
So since we can't actually fire an animation at the location that the infantry or vehicle is receiving warhead damage, what we can do is (writing off Vehicles for now) -> In theory you should be able to create anti-personel mines by modifying an existing infantry death animation, and then attaching or chaining an explosive tiberium destroying warhead to this animation.

Like this






Notice how the mine field depletes each time an infantry dies and triggers the IsMeteor




heres a more focussed version

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jan 16, 2021 3:22 pm    Post subject: Reply with quote

Haha AnimalMan in action again! Just do it man, just work on shps when you are still into it. I see that some animal spirit rages inside you. You are capable of massive producing SHPs here! Just finish whatever you are into and upload here. And do not stop! I am impressed how you manage to do multiple projects at same time.
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 3:26 pm    Post subject: Reply with quote




Here is SBang expiring into a Tiberium Destroyer.

Takes out the tiles 1 by 1

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 3:31 pm    Post subject: Reply with quote





Clearer

The purpose i guess is that ultimately although the mine field has been placed on the map above^^ it would be possible to spawn these mines in a radius around using a structure. And have the mine field, replenish and become thicker over time. But it won't trigger an explosion on Vehicles. And i don't know if it could even trigger Rocker.  Which probably makes the entire concept flawed. However reducing the value of these tiles could allow Ore Miners to clear the mine field without gaining any profit, and without filling up any noticable storage in the miner. The whole thing would be tonnes less tedius than manually placing mines using Ares Mine Layer.  We can place a structure, or launch a superweapon and create that mine field (sort of like generals). And if it was a superweapon, we could stack mine fields ontop of eachother to thicken that Overlay to make a really dense field after a few uses on the same position. Remember because IsMeteor tiberium spawn is very weak and very thin slithers of tiberium spawn. But after a few hits in the same location you start to get a nice buildup. Lets say you are targeting ore fields with mines, or choke points; even if vehicles are unaffected, your enemies ore miners are going to have to make unprofitable clearing trips, taking time off of actual Ore Mining, in order to be rid of your mines.
The mines done in this way are also indiscriminate of the whoever walks on them. Unlike MineLayer which won't detonate on friendlies. or any other mine creation method.
We are also not getting 1 mine per tile, we are getting multiple mines per tile depending on Tiberium density.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 5:15 pm    Post subject: Reply with quote








Last edited by AnimalMan on Sat Jan 16, 2021 5:37 pm; edited 1 time in total

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jan 16, 2021 5:30 pm    Post subject: Reply with quote

What idea! cool. And I like that loading screen.
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 7:34 pm    Post subject: Reply with quote







Okay so reason the Mines look crap in the above image and have ore around the edges is because apparently i left frames 1-3 as ore frames :/









Mines functioning as intended




You could also get the RA1 crate graphic. Yes. the Ra1 random crate graphic. and you could make supply drops.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jan 16, 2021 9:19 pm    Post subject: Reply with quote

If you upload mines make sure you post art and rules codes for that. I need to check that logic as well. I wonder what you did there ...
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 10:21 pm    Post subject: Reply with quote

i will bro





just want to make the delivery really nice

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Jan 16, 2021 10:54 pm    Post subject: Reply with quote

I will post code when all files are created and the delivery method looks pro.

But I can tell you now what I did


I first enable ares tiberium damage.
I change venifera to number 4
I take tib3 set image to mines.tem shp

I take infantry death 3 and I go to its animation and have it expire into an invisible animation that destroys tiberium with warhead

I set the warhead on Vinefera(sorry spelling I writing on my phone) I set the tiberium warhead to something that causes infantry death 3.

This solves the issue of infantry walking on this tiberium, dying by inf death 3 and then destroying the tiberium they walked on.

After this I just spawn the tiberium using is meteor and the spawn tiberium system.

Both tiberium warhead and the infantry death expires into warhead are to destroy tiberium.

It doesn’t have to be inf death 3. I might change mine to Rexes/Brutes gib death.



The system isn’t perfect as it doesn’t damage vehicles, but as it’s the Soviet’s it kind of forces your opponent to use vehicles. Of which ofc Soviet’s have the advantage against. It’ll be useful for protecting oil Derrick and all that. Defending small choke. Making sure Tanya can’t get near a structure etc

Mines doesn’t affect infantry that don’t use inf death, like dogs. The tiberium can kill them but they won’t destroy the tiberium on death. So they won’t deplete the mine field by dying on it. But a work around it to give them tiberium immunity since animals are smarter at sniffing out mines anyway. And what this effectively achieves is limiting your opponents infantry to tier 1 attack dogs.

Realistically balance wise you probably want to do the same for the slaves so at least like the ore miners they will be able to clear mines.

I’ve not tested this with water. But I am hoping that similar to the Paradrop infantry just can’t be dropped here and will be dropped at the nearest realistic location idk tho

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Jan 17, 2021 2:00 am    Post subject: Reply with quote

This is as epic as it gets




i'd say its pretty balanced (balanceable)


csof131.wav
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minestrike.png



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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Jan 17, 2021 1:52 pm    Post subject: Reply with quote

Custom china Flag

its a hybrid of the PLA military flag and the communist party 5 star flag.




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McPwny
Rocket Cyborg


Joined: 29 Jan 2018

PostPosted: Sun Jan 24, 2021 4:52 pm    Post subject: Reply with quote

cool concept with a lot of potential (bouncing betties, EMP mines, depth charges, etc) but being
unable to damage vehicles, being unable to be placed on some tiles, cannibalizing an ore type to work, and screwing
with harvesters make it pretty sketchy.

i wonder if other, non tiberium overlays could be spawned via voxel debris or something. i also wonder if one of our resident
coders could patch the things to blow up when entered by a unit just like exploding crates already do... would be pretty dope.
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Thu Jan 28, 2021 5:09 am    Post subject: Reply with quote

Yeah man that would be good

They play nice in game. True Exploding overlay would be the way to go if it were possible. Harvesters clearing mines isn’t too much of an issue it’s just they automatically do it sometimes. But if you task them not to just like other ore types they tend not to automatically harvest a type you haven’t specified once you’ve told them.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Thu Jan 28, 2021 2:56 pm    Post subject: Reply with quote

Hey so i did a few more tests today my previous explanation was wrong;

Code:

[Vinifera]
Name=Tiberium Vinifera
Image=4;3
Value=25
Growth=0;2200
GrowthPercentage=0;.26
Spread=2200
SpreadPercentage=0;.06
Power=0 ; 10
Color=NeonBlue      ; **WARNING**: If you change this color, notify Bret_a
;Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4
Warhead=DemoBombWH
Damage=150
ExplosionWarhead=DemoBombWH


Basically. mines CAN damage and destroy vehicles, and deplete the minefield. but they will ONLY deplete the minefield like the INFANTRY do when the VEHICLE is on its finishing blow.





The VEHICLE must not be immune to tiberium damage.


THe actual precedure for doing this.  Give your Warhead= a destroys tiberium tag. Put enough damage in to instantly destroy the VEHICLE/INFANTRY, when the explosion animation plays; the tiberium beneath will be destroyed. But because the tiberium damage warhead does NOT contain a running animation; the only time tiberium is destroyed; is when an animation is playing. And THIS animation comes in the form of our Death Anim. YOU DO NOT NEED TO MODIFY ANY ARTMD ENTRY FOR ANY INFANTRY DEATH OR VEHICLE EXPLOSION ANIMATION. Just put tiberium=yes on your tiberiums warhead.

SO ITS A LITTLE BIT OP

overpowerd yeah. to have mines instantly destroy all vehicles YET it can be done. But until each tiberium damage interval is allowed to have an ANIMATION for each damage HIT; then you cannot partially damage a vehicle or infantry and deplete a mine from the field at the same time. It has to be 1 Mine, 1 Kill. It has to; in order to realistically deplete; Kill anything that passes over the top of it; in 1 hit.  

--
On a side note you can use attach effect on any unit to create a BuzzSaw, which is able to destroy tiberium beneath it by simply driving over it. This unit is seen in EBFD, and he rips up spice fields. With small groups of them able to wipe out any safe spice zones near your enemies base. Forcing them to go for longer trips elsewhere. Now you could attach effect to EVERY non harvester mine field vulernable vehicle that automatically destroys tiberium, but the problem is this will mean that it destroys ALL tiberium types, even the types you don't want it to destroy.


Since some WH logic is mysteriously activated when a death Animation is played; there may be other logic available to activate through instant death tib WH alike.

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