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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Tree Fire
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Ich-Henker
AA Infantry


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sun Oct 04, 2015 1:28 pm    Post subject:  Tree Fire
Subject description: Creating spreading tree fires
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Hey to all!

When  I wanted to recreate this C&C phenomenon no real tutorial was available - most of the discussions were incomplete or a little misleading; when I found the solution I got a user request to help him and while doing so I thought I could share this as an actual tutorial for everyone

I created this while using ARES but I do not know if you have ARES to use my tutorial - please tell me if it works with natural Red Alert 2 too.

1. Give every (!) tree a strength value and armour = wood in the rulesmd.ini (this is so that the fire animations damage value burns down the tree! See Step 3.)

like this =

[TREE01]
Armor=wood
Strength=50
IsFlammable=yes
;ares
Name=Tree
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=6

different tree strengths are a nice idea to represent greater trees.

2. Edit the [AudioVisual] section in rulesmd.ini and activate OnFire and TreeFire.  OnFire needs 3 entries TreeFire needs 2.

OnFire=FIRE01,FIRE02,INITFIRE2
TreeFire=FIRE02,INITFIRE2

(Initfire2 is a custom fire I created remember to place it in the animations list in rulesmd!!)

3. Go to the artmd.ini  and edit the fire01/02/initfire2 like this =

[FIRE01]
Scorch=no
Damage=1.5
Rate=600
LoopCount=2
StartSound=BuildingFireBig

[FIRE02]
Damage=0.8
Scorch=no
Rate=600
Report=BuildingFireBig
LoopCount=1

[INITFIRE2]
Image=FIRE01
Rate=450
Scorch=no
Damage=0.8
LoopCount=2
Report=BuildingFireBig

PS:No SmallFire LargeFire is needed!

4. In order to fire up the trees you have to specify some weapon's warhead characteristics like this:

[Fire]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,100%,100%,100%,150%,100%,100%,200%,100%
;Verses=600%,148%,59%,6%,2%
InfDeath=4
Sparky=yes
Fire=yes
ProneDamage=600%

or this:

[NUKE]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=yes
Tiberium=yes
;AnimList=NUKEBALL  ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM   ; SJM: This is once again the warhead-related anim
ShakeXlo=10
ShakeXhi=10
ShakeYlo=20
ShakeYhi=20

or this:

[MirageWH]  // Supposed to be a heat ray.
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100%   ; Needs balancing by designers
AnimList=IRONFX     ; temp, should have flash-o-light
InfDeath=4          ; Burn death
Bright=true         ; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=true  ; This says the Combat Light should be red.  (1)
CLDisableGreen=true ; This says the Combat Light should be red.  (2)
Sparky=yes
Wood=yes

I think Sparky=yes and Wood=yes are required - but I am not so sure about Wood.

Have a nice day!

Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI 

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