Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Oct 27, 2002 2:35 am Post subject:
Superweapon Tutorials
Overview
1.Draw animations
a.Convert them to SHP
b.Add them to ecachexx inside expandxx.
2.Code
a.Add all animations to the list
b.Write the code in art.ini
c. Link all animations together
d. Set the last one to repeat from the beginning-this is optional
3. Finish coding in rules.ini
a. Make a new warhead
b. Add it to list
c. Apply first animation to wh
4.Applying the superweapon
a. edit ChemicalSpecial
b. change Chemlauncher
STEP1 DRAWING ANIMATIONS
This is not covered in this tutorial. There are many sites that show you how to do this. Or stop by the forum and ask if you don’t know how. Just draw an animation with multiple frames (if you want) and convert them to shp in the XCC Mixer.
STEP2 CODING
Open rules.ini and search for [Animations]. Add a new number at the end of the list and type the uppercase name of all your new animations.
Next, you add the core of the coding for the superweapon in art.ini. Basically all a superweapon is, is a continuing pattern of animaitons that does damage. You can link animations with the Next and Spawn keywords. (To see an example see the Superweapon code file).
In the case of my first lightning superweapon, I made it keep on looping until TS reached the limits for maximum number of animations on screen, and it stops making new animations, thus eventually stopping the superweapon. However, this was a bad plan because it slows the computer way down.
STEP 3 RULES.INI
This is simple to add a new WH. Copy an existing one and change the stuff. Add it to the end of the wh list under [Warheads]. On your wh, be sure to write Anim=and the starting animation from art.ini
STEP 4 APPLYING
You can replace any existing superweaapon, but how about ChemicalSpecial? Change the ChemLauncher to your new weapon. You must make a new weapon with your WH you made. You can change the icon, recharge time, and add voices that are unused in TS.
I hope this has helped you. This tutorial and others are available for download at:
http://andromeda.2ya.com
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Nov 17, 2002 8:45 pm Post subject:
More info about Actions and Types.
I've got this from DEEZIRE forums and it was written for Red Alert 2 superweapons, but since Red Alert 2 superweapons are an update of the Tiberian Sun ones, the info below may help someway how..
Quote:
You cant use an Action= more than once but you can clone a Super Weapon by using it's Type= with a different Action=.
There are special cases where some dont need an Action= and some dont need a Type=. For exmaple, Action=TogglePower does not need aType=.
Very basically, the Type= determines which bit of the code is used for the Super Weapon and takes parameters from that code from the RULES.INI file.
An Action= is used to collect data for the Type= (usually a Waypoint=, a place on the map) and makes the Type= take effect. The Action= is usually associated to a specific cursor.
EG: Type=Paradrop will reinforce the player using the [PDPLANE] unit and will drop the number of infantry units with AllyParaDropNum= or SovParaDropNum=. The infantry that is dropped is defined with the AllyParaDropInf= or SovParaDropInf=. This Type= requires a Waypoint= to function, so it uses an Action= to get one. In this example, Action=Paradrop is used to display the Paradrop cursor and pass the acquired Waypoint= to the Type=.
You are restricted in creating/editing Super Weapons by the Type= setting - your 'new' super weapon must be some variant of an existing Type=. This means that you could quite easily clone, say, Type=ChronoWarp by changing the animations it uses in RULES.INI and ART.INI but the actual ChronoWarp itself would also have the same effect as the Type= is the same.
PS - Action=Eaten is the repair wrench over a structure when you fix it.
ToggleSelect UNUSED - requires SELECT.SHP (obsolete)
Eaten USED when damaged structures are repaired
SellUnit USED when you sell a unit from a Service Depot
GRepair USED by [Mechanical] warhead
NoGRepair " " " "
TogglePower USED by Action=TogglePower
NoTogglePower UNUSED
TibSunBug SPARE Placeholder
SelectNode See ToggleSelect
Demolish USED by SEAL/Tanya C4
Paradrop Overfly USED when Plane dropping paratroops
Paradrop Approach - USED when paradrop plane flying to target
Ambush Obsolete
Rescue Obsolete
Be careful when using an existing Action= as you could inadvertently trigger your super weapon when a unit goes into the Action= for example, if you change the Iron Curtain to Action=Harvest then it will be fired when you order an Ore Miner to harvest some ore
Quote:
ACTIONS
=======
Move ;USED
NoMove ;USED
Enter ;USED
Self ;USED
Attack ;USED
Harvest ;USED
Select ;USED
ToggleSelect
Capture ;USED
Eaten ;Dont know if it is used
Repair ;USED
Sell ;USED
SellUnit ;I think this aint used
NoSell ;USED
NoRepair ;USED
Sabotage ;USED
Tote ;USED FOR THE CARRYALL LOGIC
DontUse2 ;Not Known
DontUse3 ;Not known
Nuke - Nuke_0 is cloneable ;The clonable Nuke.......i think not used
DontUse4 ;DOnt know
DontUse5 ;dont know
DontUse6 ;dont know
DontUse7 ;dont know
DontUse8 ;dont know
GuardArea ;USED
Heal ;USED FOR THE MEDIC
Damage ;USED
GRepair ;dont know if it is used
NoDeploy ;USED
NoEnter ;USED
NoGRepair ;don know if it is used
TogglePower
NoTogglePower
EnterTunnel ;USED(MAYBE)
NoEnterTunnel :used(maybe)
IronCurtain ;USED
LightningStorm ;USED
ChronoSphere ;USED
ChronoWarp ;USED
ParaDrop ;USED
PlaceWaypoint ;USED
TibSunBug
EnterWaypointMode ;USED
FollowWaypoint ;USED
SelectWaypoint ;USED
LoopWaypointPath ;USED
DragWaypoint ;USED
AttackWaypoint ;USED
EnterWaypoint ;USED
PatrolWaypoint ;USED
AreaAttack ;USED
IvanBomb ;Used
NoIvanBomb ;USED BU ENGINEER disables Ivan bomb
Detonate ;USED BY IVAN BOMB DETONATION
DetonateAll ;NOT USED BUT DEEZIRE COULD USE IT FOR THE Crazy Ivan deploy weapon
DisarmBomb ;USED
SelectNode ;Not known for what is it used
AttackSupport ;USED
PlaceBeacon ;USED?
SelectBeacon ;USED
AttackMoveNav ;USED
AttackMoveTar ;USED
Demolish ;USED BY DEMO TRUCK
AmerParaDrop ;USED
Paradrop Overfly - can be used for Airstrike ;Not known if it is used
Paradrop Approach - can be used for Spyplane ;Not known if it is used
Sleep ;USED
QMove ;USED
Retreat ;USED
Guard ;USED
Sticky ;USED
Area Guard ;USED
Return - spawn manager ;USED BY HORNETLAUNCHER
Stop ;USEd
Ambush ;USED
Hunt ;USED
Unload ;USED
Construction ;USED
Selling ;USED
Repair ;USED
Rescue ;not known if it is used
Missile ;USED FOR A.BOMB LAUNCHING
Harmless ;USED
Open ;USED
Patrol ;USED
Wait ;not known if it is used
An Action= can only be used once. That means you can't have 2 superweapons that both use Action=Nuke. Sometimes, Type= have to be also used only once. But this is not always true with the Type= statement. You can have more than one "Type=Paradrop"s. This is how you can get 3 paradrops in the game.
Can u make a meteor storm weapon? I tried to make it so many time but couldn' get it to work. It shows nothin but explosion. _________________ Born on the Island from the Heavens
I was sworn to protect the Master Emerald
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