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Gem "Mining" Weapon
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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Mar 06, 2015 12:10 am    Post subject:  Gem "Mining" Weapon
Subject description: I have the basics, just need a little help.
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Let's get right into it, shall we. Only ore gets spawned and I'm not sure if it is the right ore because it doesn't spread and grow like the ore mined out by veins. The other problem is neither of them are producing gems. Any ideas? This is all in rulesmd.ini and my extension of rulesmd.ini named SGOreExtractor.ini.
Code:
[SGOREXT]
UIName=NOSTR:Ore Extractor
Name=Ore Extractor
;Image=GATECH
BuildCat=Resource
Prerequisite=PROC
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Image=OREEXT
ROT=10
Sight=7
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=85
Power=-100
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0   ; This value MUST be 0 for all building addons
AIBuildThis=yes
TogglePower=yes
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
WorkingSound=OreMineExtract
Primary=OreField
AttackFriendlies=yes
GuardRange=255
DefaultToGuardArea=yes
OpportunityFire=yes

[SGGEMXT]
UIName=NOSTR:Gem Extractor
Name=GEM Extractor
;Image=GATECH
BuildCat=Resource
Prerequisite=PROC
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Image=OREEXT
ROT=10
Sight=7
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=100;6000
Points=85
Power=0;-500
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0   ; This value MUST be 0 for all building addons
AIBuildThis=no
TogglePower=yes
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
WorkingSound=OreMineExtract
Primary=GemField
AttackFriendlies=yes
GuardRange=255
DefaultToGuardArea=yes
OpportunityFire=yes

[OreField]
Damage=1;so game allows fire it unlike 0
ROF=600
Range=500;or 255.whatever seems work
Speed=2;doesnt matter really
AreaFire=yes
FireOnce=no
Projectile=Invisible;should work fine with just this
Warhead=OreWarhead
Report=OreMineExtract
DecloakToFire=no

[GemField]
Damage=1;so game allows fire it unlike 0
ROF=600
Range=500;or 255.whatever seems work
Speed=2;doesnt matter really
AreaFire=yes
FireOnce=no
Projectile=Invisible;should work fine with just this
Warhead=GemWarhead
Report=OreMineExtract
DecloakToFire=no

[OreWarhead]
Verses=50%,50%,50%,50%,50%,50%,50%,50%,50%,50%,50%
InfDeath=0
CellSpread=1;doesnt matter much..
MinDebris=12;how much ore spawner pieces to spawn every time weapon is fired
MaxDebris=12;same, just making sure
DebrisTypes=ORESPAWNER;old entry used in only old meteor codes but feel free do a new entry too.
DebrisMaximums=12

[ORESPAWNER]
Name=TiberiumShard
Image=TIRE;for example..i edited it to 1 dot vxl in RS as original vxl is ugly as hell..
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=30.0
MaxZVel=32.0
MaxXYVel=18.0
Duration=5
Damage=0
DamageRadius=0
Warhead=AP
IsTiberium=true
IsMeteor=true
TiberiumSpawnType=TIB07
TiberiumRadius=7

[GemWarhead]
Verses=50%,50%,50%,50%,50%,50%,50%,50%,50%,50%,50%
InfDeath=0
CellSpread=1;doesnt matter much..
MinDebris=12;how much ore spawner pieces to spawn every time weapon is fired
MaxDebris=12;same, just making sure
DebrisTypes=GEMSPAWNER;old entry used in only old meteor codes but feel free do a new entry too.
DebrisMaximums=12

[GEMSPAWNER]
Name=GemShard
Image=TIRE;for example..i edited it to 1 dot vxl in RS as original vxl is ugly as hell..
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=30.0
MaxZVel=32.0
MaxXYVel=18.0
Duration=5
Damage=0
DamageRadius=0
Warhead=AP
IsTiberium=true
TiberiumSpawnType=GEM05
IsMeteor=true
TiberiumRadius=5

[Riparius]
Name=Tiberium Riparius
Image=1
Power=0
Value=25
Growth=100
GrowthPercentage=.95
Spread=1100
SpreadPercentage=.20
Color=NeonGreen

[Cruentus]
Name=Tiberium Cruentus
Image=2
Value=50
Growth=5000
GrowthPercentage=.14
Spread=5000
SpreadPercentage=0.20
Power=0 ;10
Color=NeonBlue
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Mar 06, 2015 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Forgot to attach the photo, here you go.



PPMGemsOre.png
 Description:
 Filesize:  1.03 MB
 Viewed:  2095 Time(s)

PPMGemsOre.png



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Mar 06, 2015 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Only art.ini debris supports TiberiumSpawnType. Your code works because you have IsMeteor which also hardcodes the result to ore (art.ini debris does NOT need IsMeteor to work).

Also, I thought DebrisTypes doesn't even work at warheads.

_________________
"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...

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Mar 06, 2015 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread


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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Mar 06, 2015 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible to find a way around the gem spawning hardcode issue?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Mar 06, 2015 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly if we'd softcode this, I'd skip debris entirely.

Yes, hotrods, you have to - and omit IsMeteor in art.ini.

_________________
"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...

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Mar 06, 2015 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, clearly one doesn't grasp my tutorial, that code can only create vinifera ore type and nothing else, you have to use shp debris in art to make other types but they grow far less then.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Mar 06, 2015 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright. Thanks Graion and Apollo. I'll switch it over to using art.ini. Kind of sucks but whatever works.

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