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Tutorial: Creating Deployable Proximity Mines
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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Tue Jul 26, 2005 4:56 am    Post subject:  Tutorial: Creating Deployable Proximity Mines Reply with quote  Mark this post and the followings unread

For those who would like to know how to create a deployable, working proximity mine, this tutorial will hopefully show you an in depth way of how.
This tutorial should not be too hard following instructions, however feel free to experiment, in fact i urge it if you are capable of playing around with it.

Ok, so the first thing to do is to start off working in the rules.ini, & before we do anything more i will need to add your new unit & building (for deployed mine) into the lists, so search up [VehicleTypes] & [BuildingTypes], then you need to add it to the list (in any spot, as long as the number is unused), as an example from a fresh rules.ini, your list may look like this:

Quote:
[VehicleTypes]
1=MCV
2=HARV
3=APC
11=4TNK
15=MMCH
16=BIKE
17=SAPC
18=SONIC
19=CAR
21=BUS
22=STNK
23=WINI
24=PICK
27=ART2
29=TTNK
30=HMEC
31=SMECH
32=HVR
34=LPST
35=REPAIR
36=HORV
37=LOCOMOTIVE
38=TRAINCAR
39=SUBTANK
40=BGGY
41=JEEP
42=TRUCKA
43=TRUCKB
44=VISC_SML
45=VISC_LRG
46=ICBM
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER
51=PROXMINE


& Buildings Types:

Quote:
[BuildingTypes]
1=GAPOWR
2=PROC
149=GASILO
4=GAPILE
5=GAPLUG
6=GACTWR
150=GAVULC
7=GASAND
8=GAFIRE
9=GADEPT
10=GATECH
11=GAWEAP
3=GACNST
12=GAHPAD
13=NAPOWR
14=NATECH
15=NAHAND
16=NAAPWR
17=GAWALL
65=CABHUT
153=NAPULS
154=GAGATE_A
155=GAGATE_B
21=NAWEAP
156=NASTLH
66=GALITE
67=REDLAMP
68=GRENLAMP
69=BLUELAMP
70=YELWLAMP
71=PURPLAMP
72=INORANLAMP
73=INGRNLMP
74=INREDLMP
23=NAWALL
75=INBLULMP
24=NATMPL
157=NAGATE_A
158=NAGATE_B
28=NAWAST
159=NAOBEL
160=NAMISL
161=GAPOWRUP
18=NAPOST
76=NAFNCE
35=NALASR
36=NASAM
85=CITY01
86=CITY02
87=CITY03
88=CITY04
89=CITY05
90=CITY06
91=CITY07
92=CITY08
93=CITY09
94=CITY10
95=CITY11
96=CITY12
97=CITY13
98=CITY14
99=CITY15
100=CITY16
101=CITY17
102=CITY18
103=CAHOSP
104=GASPOT
105=CTDAM
19=NARADR
38=GAROCK
106=INGALITE
107=INYELWLAMP
108=INPURPLAMP
39=GAPLUG1
20=GAPLUG2
41=GAPLUG3
42=GAFSDF
43=GARADR
109=BBOARD01
110=BBOARD02
111=BBOARD03
112=BBOARD04
113=BBOARD05
114=BBOARD06
115=BBOARD07
116=BBOARD08
117=BBOARD09
118=BBOARD10
119=BBOARD11
120=BBOARD12
121=BBOARD13
122=BBOARD14
123=BBOARD15
124=BBOARD16
125=NEGLAMP
126=NEGRED
127=ABAN01
128=ABAN02
129=ABAN03
130=ABAN04
131=ABAN05
132=ABAN06
133=ABAN07
134=ABAN08
135=ABAN09
136=ABAN10
137=ABAN11
138=ABAN12
139=ABAN13
140=ABAN14
141=ABAN15
142=ABAN16
143=ABAN17
144=ABAN18
145=CITY19
146=CITY20
147=CITY21
148=NTPYRA
151=CITY22
152=CTVEGA
200=GADPSA
201=CA0001
202=CA0002
203=CA0003
204=CA0004
205=CA0005
206=CA0006
207=CA0007
208=CA0008
209=CA0009
210=CA0010
211=CA0011
212=CA0012
213=CA0013
214=CA0014
215=CA0015
216=CA0016
217=CA0017
218=CA0018
219=CA0019
220=CA0020
221=CA0021
222=CAARMR
223=GACSAM
224=GATICK
225=CAPYR01
226=CAPYR02
227=CAPYR03
228=CACRSH01
229=CACRSH02
230=CACRSH03
231=CACRSH04
232=CACRSH05
233=CAARAY
234=GAICBM
235=GAOLDCC1
236=GAOLDCC2
237=GAOLDCC3
238=GAOLDCC4
239=GAOLDCC5
240=GAOLDCC6
241=GAARTY
242=TSTLAMP
243=NAHPAD
244=GAKODK
245=NAMNTK
246=UFO
247=AMMOCRAT
248=GAPAVE
249=GAGREEN
250=DPROXMINE


Now that you have accomplished that, move on to the actual unit, so first things to consider are; What team to do you want this available for? GDI Or Nod? Or both? & etc. (such things as price, strength, custom name, that is all up to you specifically).

For a backbone i have copied  the limpet drone entry to use as the mine, So far all you need to do is add which team, your own name, strength, etc. to your tastes, & make sure it DeploysInto=DPROXMINE (Or whatever you named your deployed version of the mine)

Quote:

; ORIGINAL Limpet drone mine
[LIMPET]
Name=Limpet Drone
Image=LIMPED
IsLimpetDrone=yes
Owner=GDI,Nod
Category=AFV
Prerequisite=FACTORY,RADAR
Strength=100
Cost=550  ;was 700
Speed=8
Sight=5
Armor=none
Points=50
TechLevel=3
DeploysInto=DLIMPET
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
ThreatPosed=10 ; This value MUST be 0 for all building addons
GuardRange=0
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
AlternateSpeed=10
CrateGoodie=no
AllowedToStartInMultiplayer=no
Trainable=no
VoiceSelect=LIMPQ3,LIMPQ4
VoiceMove=LIMPC3,LIMPC4
VoiceAttack=LIMPC3,LIMPC4
VoiceFeedback=LIMPC3,LIMPC4

---

; Proximity Mine Copied From Limpet Drone
[PROXMINE]
Name=Proximity Mine
Image=LIMPED
;;IsLimpetDrone=yes ; Omit this, Unneeded.
Owner=GDI,Nod
Category=AFV
Prerequisite=FACTORY,RADAR
Strength=100
Cost=700
Speed=8
Sight=6
Armor=none
Points=60
TechLevel=6
DeploysInto=DPROXMINE ; Specify the Deployed Version.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ; It Depends on your tastes, but if you want it too use a special explosion such as the one you might use for the deployed version explosion, specify it here.
MaxDebris=10
ThreatPosed=20 ; This value MUST be 0 for all building addons
GuardRange=0
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
AlternateSpeed=10
CrateGoodie=yes ; Up to you whether it can be recieved in a crate.
AllowedToStartInMultiplayer=no
Trainable=no
VoiceSelect=LIMPQ3,LIMPQ4
VoiceMove=LIMPC3,LIMPC4
VoiceAttack=LIMPC3,LIMPC4
VoiceFeedback=LIMPC3,LIMPC4


So the mobile one is done, what about the deployed version?
Well, we take another copy, copy the deployed limpet drone entry & edit it as follows...

Quote:

; ORIGINAL Deployed Limpet Drone
[DLIMPET]
Name=Limpet Mine
Strength=100
Points=50
Cost=700
Sight=5
Power=0
Armor=none
Cloakable=yes
CloakingSpeed=10
Primary=LIMP
TechLevel=-1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
UndeploysInto=LIMPET
Unsellable=true
IsLimpetMine=true
Owner=GDI,Nod

; Deployed Proximity Mine Copied From DLIMPET
[DPROXMINE]
Image=DLIMPET ; Specify An image, limpet mines look good enough.
Name=Deployed Proximity Mine
Strength=1  ; Keep it on a low health for a mine field effect, plus it will ensure that it always detonates, you will want the mine to be powerful for having such a low health. Wink
Points=90
Cost=700
Sight=6
Power=0
Armor=none
Cloakable=yes  ; Ensures the mine seems like a mine being unseen.
CloakingSpeed=10
;;;Primary=LIMP ; Omit this.
TechLevel=-1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ; Specify a different explosion if you want it to have a special one. (such as a nuclear explosions or something of some such sorts)
MaxDebris=20 : Lots of Nice mine; ish Debris
BaseNormal=no
UndeploysInto=PROXMINE ; Make sure it can undeploy into the mobile version!
Unsellable=true
;;IsLimpetMine=true ; Omit this as i dont think it is really needed.
Primary=PROXMINEBOMB ; The important part of making it a proximity Mine!
Owner=GDI,Nod


That is the primary coding for the unit. (read Optional Part of tutorial to give it more spark! Smile ) Now it is onto the weapon though, this is what should make your mine explode, & only when you force fire or an enemy goes past, so that it works like a proximity mine,

For this part you will want to goto the weapon's section & make an entry like so:
Quote:

; As specified primary for DPROXMINE
[PROXMINEBOMB]
Damage=1000 ; Large to make sure it detonates, & to ensure it seems like a mine & destroys atleast its single one target.
ROF=1 ; Not too important.
Range=1.8 ; Not to close that it wont fire, but not too far that it wont detonate.
Projectile=Invisible ; You dont want to see bullets flying from the mine so make the projectile invisible, if you wanted it to fire/detonate at air then use Invisible3 which fires at both land & air.(like a hydro mine i made)
Speed=100 ; We dont want it to delay, do we?
Warhead=DETONATION ; This will need to be specified next.


Now move onto the warhead, first of all locate [Warhead] & add it too the list like you did with the units & buildings, so as an example:;

Quote:

[Warheads]
1=EMPuls
2=SonicWarhead
3=TankOGas
4=SA
5=HE
6=AP
7=Gas
8=Fire
9=HollowPoint
10=Super
11=Organic
12=Slimer
13=FirestormWH
14=IonCannonWH
15=RailShot
16=Mechanical
17=VeinholeWH
18=IonWH
19=ARTYHE
20=PlasmaWH
21=SAMWH
22=ORCAAP
23=RailShot2
24=ORCAHE
25=DETONATION ; This should do.


Now to make the actual warhead:

Quote:

; As Specified by PROXMINEBOMB
[DETONATION]
Spread=20
Verses=1000%,1000%,1000%,1000%,1000% ; Upto you really for exceptions.
InfDeath=4 ; Remember 0 is instant die, 1 is twirl die, 2 is explodes, 3 is flying death, 4 is burn death, & 5 is electrocution. So i chose a flaming death.
Tiberium=yes
ProneDamage=1000%
Sparky=yes
Bright=yes
Wall=yes
Wood=yes
AnimList= ; It is upto you here, do you want your mine to have its own explosions upon death, or do you want it to cause another special explosion where it destroys the unit, depending on what you do it could look good, so its upto you if you wish to specify, if not leave it blank or even delete the tag as it is unneeded otherwise.


It should work properly now if all went well, go try it!
But if you want to make the mine a bit more interesting, try my optional part of the tutorial:

OPTIONAL:

Do you want it to have special debris instead of default metallic debris? Do you want any particle systems? What about special explosions?

Personally a good mine to me would have interesting shrapnel, so as an extra you may do the following.

Goto either/both your PROXMINE &/or DPROXMINE Entry, & add the following to the bottom of it:

Quote:
DebrisMaximums=20 ; Upto you, i used what the maxdebris was.
DebrisTypes=PROXMINEDEBRIS ; The important part to specify.


After that is done search for [VoxelAnims], like Warheads we need to specify the new debris type.

Quote:
[VoxelAnims]
1=PIECE
2=TIRE
3=GASTANK
4=SONICTURRET
5=4TNKTURRET
6=CRYSTAL01
7=CRYSTAL02
8=METEOR01
9=METEOR02
10=PEBBLE
11=PROXMINEDEBRIS ; This will do.


Now you need to add another entry specifying the debris details, so make another entry like the following:

Quote:

; As Specified By PROXMINE DebrisTypes
[PROXMINEDEBRIS]
Image=PIECE ; Reuse the standard piece graphic, you can be sure it will work.
Name=Proximity Mine Debris ; This is really only for jogging your memory as it serves no purpose in game.
Elasticity=0
MinAngularVelocity=10.0 ; i suggest leaving these velocity settings unless you know how to make them move the way you want.
MaxAngularVelocity=18.0 ; " "
MinZVel=26.0 ; " "
MaxZVel=34.0 ; " "
MaxXYVel=20.0 ; " "
Duration=100 ; Merely specifies how long you want debris to appear in game, 100 is fine as they will hit the ground before that time is up.
Damage=1400 ; Upto you, but large is a good idea as debris are random & not every one will necessarily hit anything although usually it should.
ExpireAnim=TWLT100 ; Upto you again, if you really want something special though a new animation would look nice, this tag specifies the explosion like graphic to use when debris hit.
DamageRadius=100 ; Not exactly sure you will need to worry about this one.
Warhead=TankOGas ; This is the standard HE like warhead for many debris, if you want gas or particle systems, change this to something like GAS for large gas, GASPUFFSYS for small tiberium floater gas, or make a new warhead for sparks which you can specify particle system to be something like WeldingSpark or LargeSpark for sparky effects, This can be applied to any warhead. (such as your previous warhead instructions for the actual mine)
AttachedSystem=DebrisSmokeSys ; this is what plays when the debris flies through the air, i specified debris smoke as it gives an awesome smokey shrapnel feel.


This should give you a perfect Mine debris Smile (I suggest you add debris such like this if making a mine),

If adding a new art file i would suggest merely copying a previous one except specifying the right name for it, such as:

Quote:

; Copy the large TWLT explosions below
[TWLT070]
Normalized=yes
Translucent=no
Report=EXPNEW09
UseNormalLight=yes
Crater=yes
Scorch=yes

; Specify name
[NEWEXPLOSIONNAME]
Normalized=yes
Translucent=no ; upto you if it is transparent.
Report=EXPNEW09 ; Sound file to play, you could make it a custom one if you like.
UseNormalLight=yes
Crater=yes
Scorch=yes


If you do this make sure to specify the new animation under the anims list in Rules.ini. (much in the same way like [warheads] & [voxelanims])

-------------------

This should just about cover the tutorial, i truly hope this helps! If you would like an idea of what this tutorial can produce, have a look at my GDI Implosive Mine which uses very close coding to this i have shown in the tutorial: http://www.ppmsite.com/forum/viewtopic.php?t=8220

Smile


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

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Tue Jul 26, 2005 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does it work for RA2

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Wed Jul 27, 2005 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I would imagine it should, not that i would know really.
I do believe RA2 has a suicide tag which makes the weapon kill the unit as well, which would be alot quicker, however i am not sure if that tag works or not.

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Lok
Stealth Laser Trooper


Joined: 04 Jul 2005
Location: (StealthTank) Destroyable=no Detectable=no Explodes=yes

PostPosted: Fri Jul 29, 2005 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shocked  thx i always wanted to know how u do this Very Happy. Nice tut, i understood it clearly hehe Smile

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sun Jul 31, 2005 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Stealthtank! Smile

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jul 31, 2005 5:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice tut you have there Smile

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sun Jul 31, 2005 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy Thanks Morphy!

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Assassin X
Vehicle Driver


Joined: 02 Aug 2005

PostPosted: Fri Aug 05, 2005 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

This is probably one of the funnest weapons but there is one big problem for me at least.

The AI. If i go into their base or if something blows up in their base they have like 10 of them in there! And 99% of the time it wipes out most of their own base and after awhile it kind of ruins the fun of it.

I tired putting command "AIBuildThis=no" but somehow they still build it! I also noticed when playing Tech Level 1 they always build 1 Proxy Mine somehow!!

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sat Aug 06, 2005 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks.

That sounds very odd, for me they dont build them whatsover as i have not put them in the AI; You do understand that the ONLY way the AI can build them is if you put them in the ai.ini, so there is nothing wrong with your rules entry from the tutorial. Wink So i would recheck your ai.ini file man. Smile

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Mon Sep 17, 2018 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I love the landmine! it works better with spreading Fire tho, try this as its weapon:

Code:
[Flamebomb]
Fire=yes
Sparky=yes
Spread=512
Verses=6000%,148%,100%,80%,60%
AnimList=FIRE1
InfDeath=4

[FireZap]
ROF=500
Burst=100
Range=1.8
Speed=30
Damage=1
Report=FLAMTNK1
Warhead=Flamebomb
Projectile=Fireball

[Fireball]
Arm=2
Image=none
Cluster=20

[Warheads]
26=Flamebomb


13 years later.... lol

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