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 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Spy Plane Super Weapon (****)
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sun Jul 24, 2005 12:31 am    Post subject:   Spy Plane Super Weapon (****) Reply with quote

Spy Plane Super Weapon




This tutorial will explain to you how to create a spy plane super weapon similar to that seen in RA1. Before we continue there are however some downsides to note.



* You will need to replace the Drop Pod Super Weapon.

* You will need to replace the animation of an infantry on fire (You may not need to do this, via a warhead edit).

* The infantry with ID's E1 and E2 will need to be used. You should clone the original E1 and E2 entries. It is advised you also edit the ai.ini with your new entries for the E1 and E2 replacement.

* You will need to replace some of the original Drop Pod animations with new ones. I have included a basic pack for download to do this.



The first step is to locate the DropPod settings in the rules.ini and edit them to the following change.

Code:
DropPodInfantryMinimum=1  
DropPodInfantryMaximum=1  
DropPodWeapon=none  
AtmosphereEntry=SPYPAS  -> this must be added to the animation list.
DropPod=INVISO6  -> this must be added to the animation list.



Also make sure to change the tag InfantryExplode.

Code:
InfantryExplode=none



After editing those sections move on to the E1 and E2 entries and change them to the following (note these were the samples used at the time).

Code:
; rifle soldier
[E1]
Name=Light Infantry
Category=Soldier
Primary=Minigun
Prerequisite=BARRACKS
CrushSound=SQUISH6
Strength=0.01
Pip=green
Armor=none
TechLevel=-1
Sight=5
Speed=5
Owner=none
Cost=100
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=none
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10   ; This value MUST be 0 for all building addons
Elite=M1Carbine
EliteAbilities=SCATTER
ImmuneToVeins=yes
Insignificant=no

[E2]
Name=Disc Thrower
Category=Soldier
Primary=Minigun
Prerequisite=GAPILE
CrushSound=SQUISH6
Strength=0.1
Armor=none
TechLevel=-1
Pip=green
Sight=7
Speed=4
Owner=none
Cost=200
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=none
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=15   ; This value MUST be 0 for all building addons
EliteAbilities=SCATTER
ImmuneToVeins=yes
Insignificant=yes



After editing the infantry you will need to create a new warhead. We'll call this AP6.

Code:
[AP6]
Spread=7
Wall=no
Wood=no
Verses=100%,0%,0%,0%,0%
Conventional=yes
AnimList=INVISO6
ProneDamage=100%
InfDeath=3



After doing this it's time to open up the art.ini file and add the following animations.

Code:
[SPYPAS]
Normalized=yes
Translucent=no
Rate=450

[INVISO6]
Normalized=yes
Translucent=yes
Report=none
UseNormalLight=yes
Rate=900
Crater=no
Scorch=no
Damage=7
Warhead=AP6
InfDeath=0



In the downloadable archive below are the animation files used for the Spy Plane graphics in this tutorial. They can be replaced with your own images or different names as long as you edit the rules.ini and art.ini code accordingly.


Current Bugs.

* When you fire the Spy Plane the EVA voice will say unit lost (this is because an E1 or E2 actually dies in the process). To stop this you can edit the Super Weapon code with a Charge Voice entry. I included voice entries in the archive file. Please note the voice files have to be in Speech01.mix and Speech02.mix.


spyplanetools.zip
 Description:

Download
 Filename:  spyplanetools.zip
 Filesize:  54.72 KB
 Downloaded:  2413 Time(s)



Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

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Last edited by Morpher on Mon Mar 30, 2009 3:03 pm; edited 2 times in total

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sun Jul 24, 2005 1:15 am    Post subject: Reply with quote

morpher again with the logics #Tongue. well done!

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m666
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Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sun Jul 24, 2005 4:40 am    Post subject: Reply with quote

You are a friggin' genius, morpher!  Keep up the good work.
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Jah
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Joined: 23 Nov 2002

PostPosted: Sun Jul 24, 2005 7:59 pm    Post subject: Reply with quote

Btw Ryan, can these parameters be edited in a map, not in rules? Cuz I extremely want both droppods and this stuff for special missions...
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sun Jul 24, 2005 10:05 pm    Post subject: Reply with quote

Most likely,but you may end up having an odd inafntry death unless you can code art.ini in maps too.(never modded maps).Anyway yes this should be very possible.
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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sun Jul 24, 2005 10:45 pm    Post subject: Reply with quote

On the E1 entry, Change Insignificant=no to yes, and no more Unit lost Wink
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Jah
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Joined: 23 Nov 2002

PostPosted: Sun Jul 24, 2005 10:50 pm    Post subject: Reply with quote

Great! You can also give the infantry some poweful weapon like [Bomb] and give it Explodes=yes. Give the droppod image of a bomb. May act as an airstike... Although planes would be unshootable...
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Morpher
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Joined: 28 Jan 2005

PostPosted: Tue Aug 23, 2005 10:19 pm    Post subject: Reply with quote

Updation.
Make sure your E1 and E2 have their primary=none and legaltarget=no,that will prevent the landed tropps firing before they die or the ai shooting the place where you choose to launch your spyplane.

Also;

Although I have not tested it should be easily possible to make the zone you wish to reveal bigger by.

DropPodInfantryMinimum=1 ----changing this  
DropPodInfantryMaximum=1 ---- also this.

Example would be this

DropPodInfantryMinimum=5
DropPodInfantryMaximum=5

however this could make the unit lost voice have more chance of happening.

If you want a random ammount of revealed area,
simply make both the values different

example

DropPodInfantryMinimum=3
DropPodInfantryMaximum=8
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Aug 23, 2005 11:37 pm    Post subject: Reply with quote

Wouldn't that make more planes appear -_- As i guess the package comes with an updated DSHP.shp

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Morpher
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Joined: 28 Jan 2005

PostPosted: Wed Aug 24, 2005 11:38 am    Post subject: Reply with quote

Hmm,that is possible,I used the atmosphere entry tag,but im sure only one played when I did testing but there again I could be very wrong.
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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Aug 25, 2005 12:58 am    Post subject: Reply with quote

Cool. Thanx Morpher.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sun Aug 28, 2005 7:11 pm    Post subject: Reply with quote

Update

Make sure E1 and E2 can move on water.
Just add the amphibious movement tags.
That way your spy plane will work on water.
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Jah
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Joined: 23 Nov 2002

PostPosted: Sun Aug 28, 2005 9:34 pm    Post subject: Reply with quote

Insignificant=yes and there'll be no "unit lost" voices...
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Morpher
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Joined: 28 Jan 2005

PostPosted: Mon Aug 29, 2005 2:07 pm    Post subject: Reply with quote

I have said before,maybe on tumsun,that that does not work for me.I just cover the sound up anyway.
Also make sure your infantry are not worth anything,E1 and E2 that is.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sat Sep 03, 2005 5:19 pm    Post subject: Reply with quote

Sorry to double post.

Anyway the hunterseeker has insignificant=yes,and the EVA always says unit lost.
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ChrisBlitz
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Joined: 17 Sep 2005

PostPosted: Sat Sep 24, 2005 2:20 am    Post subject: Reply with quote

I must say you're a genius. This is ideal for converting TS to RA. Very Happy  
I notice you are already doing that.
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Jah
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Joined: 23 Nov 2002

PostPosted: Sat Sep 24, 2005 8:12 pm    Post subject: Reply with quote

For random spy plane direction:

1. Make sure you have a voxel of your plane.

2. In the projectile of DropPodWeapon= set:

[xxPROJECILE_Axx]
**all necessary tags**
Splits=yes
AirburstWeapon=SpyPlaneFlyBy
Airburst=yes ;This tag makes sure that the plane appears in the sky, not on the ground.

3.
[SpyPlaneFlyBy]
Damage=1 ;does no damage
Range=50 ; should fly far away
Speed=50 ; you can make it slower if you want
Projectile=xxPROJECILE_Bxx

4.
[xxPROJECILE_Bxx]
**all necessary tags**
Airburst=yes ; makes sure it won't crash-land when disappear.



This could fit Nod with their stealth technology. The Spy plane needs to uncloak when taking pictures, then it cloaks back...
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ChrisBlitz
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PostPosted: Tue Oct 18, 2005 7:33 pm    Post subject: Reply with quote

What is this? A weapon fire from the dropship?

[/list]
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Morpher
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Joined: 28 Jan 2005

PostPosted: Tue Oct 18, 2005 9:44 pm    Post subject: Reply with quote

Thats the animation which kills the infantry that comes out of the drop pod.But the infantry dies so fast you dont see the infantry at all.I suppose you could just say thats a remmapable signal flare.

btw that is a custom animation sort of thing that I used to replace something during the test.
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ChrisBlitz
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PostPosted: Wed Oct 19, 2005 10:42 pm    Post subject: Reply with quote

Wouldn't an invisible animation work? A signal flare doesn't fit into the picture.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Thu Oct 20, 2005 3:05 pm    Post subject: Reply with quote

You can make it invisible if you want yes,just make a blank animation and replace the infantry death animation on fire.
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Anderwin
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Joined: 16 May 2005

PostPosted: Thu Oct 20, 2005 3:16 pm    Post subject: Reply with quote

Can't u just make a parachut whit a box come from the plane?
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Morpher
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PostPosted: Thu Oct 20, 2005 7:21 pm    Post subject: Reply with quote

Why would you want a parachute with a box to come out of the plane for a spy plane?
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Anderwin
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PostPosted: Fri Oct 21, 2005 12:56 pm    Post subject: Reply with quote

IS beter then drop a infatry
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Morpher
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Joined: 28 Jan 2005

PostPosted: Fri Oct 21, 2005 3:21 pm    Post subject: Reply with quote

But you dont even see the infantry anyway.
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ChrisBlitz
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PostPosted: Sun Oct 30, 2005 1:35 am    Post subject: Reply with quote

Morpher's way is better. Its amazing what you can do with drop pods. I have a theory for dropping vehicles, by giving E1 and E2 as free units to 2 dummy buildings. Then you customize E1 and E2 to what you want to drop.
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Morpher
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PostPosted: Mon Mar 30, 2009 3:04 pm    Post subject: Reply with quote

Barely even worth mentioning but I have improved upon the grammar and layout of the original tutorial, but I haven't improved or expanded upon the method. It's simply a lot easier to read now.

I may do the same for any other tutorials or guides I have made.
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