Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Thu Feb 01, 2007 9:03 pm Post subject:
Broken Armor Powerup
Subject description: A bug in original TS
Hi, I'm new to the forums, but I've been visiting it for a while.
Well thought that my first post here, should be the same of when I registered in TiberiumWeb.
Quote:
When I started modding I found that when I collected a armor powerup the unit didn't get the thicker selection box, it gets when it collects an attack or speed powerup.
I searched trought rules.ini and I found this:
[Powerups]
Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
And I thought, that this setting would modify the verses values of the weapon, when attacking the unit, but a bigger than 1 multiplier would cause that unit takes more damage form weapons. So I tested this ingame.
I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.
Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm biggrin.gif
then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.
Then I returned to rules.ini and set the values to:
Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased
Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup.
Finally, I apologise by such a large first post, but I must show proof of what I'm saying, so I posted the experimental procedure I followed.
@Desu:
AFAIK it doesn't exist anymore in RA2, since the way it works in them is different; being a divisor of damage; in TS it's a verses multiplier.
changing that in TSD now
you have my gratitude _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
The powerups are all messed up. If you get the chemical missile in a goodie crate, you still get the cluster missile in your purchase bar. Nice find, though. _________________
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Fri Feb 02, 2007 3:48 pm Post subject:
@Yuri o07:
Well that's just a graphical issue, which can be corrected easily, since there is a cluster missile animation in the game. And also there's a lot of mod which use the chemical missile anim for the tiberium gas clouds "powerup"
@Yuri o07:
Well that's just a graphical issue, which can be corrected easily, since there is a cluster missile animation in the game. And also there's a lot of mod which use the chemical missile anim for the tiberium gas clouds "powerup"
I know that, but what I'd like to see is a chemical missile "power up", AFAIK there is no such thing in TS, although there is an animation for it... _________________
Great work Machine. I forgot about how to fix that armor powerup crate in my TS:FS mod but I changed that VeteranArmor= to .25 at the top that is 1.0 in the unmodded game (in [General] section).
I also fixed that old Redalert 1 country bug several years ago in my own RA1 mod. Its England (Armor bug) and France (rate of Fire bug). Im my Redalert 1 mod I changed them to
[England]
Armor=0.85
[France]
ROF=0.85
Also in Redalert 1 the armor crate should have a number larger than 1.0 for units to gain armor. QUICK_EDIT
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