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How to add a Spotlight Alarm tower
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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Dec 17, 2006 4:52 am    Post subject:  How to add a Spotlight Alarm tower
Subject description: the Dubzac58 solution
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Code:


[GASPOT]
Name=SpotLight Alarm Tower
Prerequisite=PROC
Primary=ALARM
TechLevel=1
Strength=400
Points=50
Power=-10
Armor=concrete
Adjacent=4
Sight=5
Crewed=yes
Cost=100
Owner=GDI,NOD
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HasSpotlight=true
MaxDebris=2
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 500, 710
IsBase=yes
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys

[ALARM]
Damage=0
ROF=40
Range=5.5
Projectile=Invisible
Speed=100
Report=KLAX1
Burst=2
Warhead=ALARMWH
IonSensitive=yes

[ALARMWH]
Spread=0
Verses=0%,0%,0%,0%,0%
InfDeath=0
AA=yes



too simple for me .....alarms just make stupidy loud nosies anyway
well this compeles your spotlight.

bah no need to credit me im just doing my job.

btw.. if you want more beeps just change the brust= ( tag )


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

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 14, 2007 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry to BUMP into an old topic, but i thought this could be useful to those that don't know how to make the spotlight make an entire circle
well,here it goes
open rules.ini and change this :

SpotlightAngle=6.5 ; was 0,5 (6,5 ar +-2Pi radians)
SpotlightMovementRadius=0; was 2000

if you change SpotlightAngle to 13 it might look even cooler #TongueSmile

Last edited by k212 on Sat Jul 14, 2007 7:48 pm; edited 1 time in total

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sat Jul 14, 2007 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

or

SpotlightMovementRadius=0
SpotlightAngle=360

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 14, 2007 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you don't change SpotlightMovementRadius to 0,the circle won't be a circle and the radius will change and thus look pretty ugly
360 aren't 360º but 360 radians and thus it'll go around in circles in one direction for quite a while and then back the other way,etc

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sat Jul 14, 2007 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it changing directions after a while is a good thing. stops all your tower going to same way all the time.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 14, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, but making angle=13 or 6.5, makes makes it change quicker and still does entire circles try it Wink #Tongue

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sat Jul 14, 2007 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

no need to try it.
13 = 2 rotations and 6.5 = 1 rotation.
only thing is that if you have say 4 spotlights on screen they all change direction at the same point. Might try setting it to like 14 so that (as long as there built at diffrent times) they all seem to change direction at diffrent places.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 14, 2007 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
only thing is that if you have say 4 spotlights on screen they all change direction at the same point.

wrong!!tested it , all change direction when they should(not at the same time)

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 14, 2007 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, spotlights... im sure a i see a flag in the EXE the other day i have not seen in the rules... or im getting old.

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sun Jul 15, 2007 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

DragonFly wrote:
no need to try it.
13 = 2 rotations and 6.5 = 1 rotation.
only thing is that if you have say 4 spotlights on screen they all change direction at the same point. Might try setting it to like 14 so that (as long as there built at diffrent times) they all seem to change direction at diffrent places.


Point not time. They all change at the same point to the right....

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sun Jul 15, 2007 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry hehe,but that's no big problem anyway as it doesn't really matter where they change directions,as long as they work as they should
@TSHyper : which hexeditor and version do you use,as i have one and i can't search for words only hex patrons Embarassed

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jul 16, 2007 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I use Hex Workshop and IDA Pro, ill look for that flag now actualy...

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Sat Jul 28, 2007 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

While we're on the subject of spot lights, is it possible to change the color of the search light?

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sat Jul 28, 2007 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

There nothing in the ini for it and i'm pretty sure it's not a shp. I suppose it's possible by exe hacking or mayby that flag TSHyper said he found but hasn't told us what it is might be of help.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 28, 2007 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

there's probably a shp out there with the spotlight image, just look for it in tibsun.mix ,change the color,put it in an ecache.mix and that one in an expand.mix,that should do the trick

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 28, 2007 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

In The Rules.INI
SpotlightSpeed
SpotlightMovementRadius
SpotlightLocationRadius
SpotlightAcceleration
SpotlightAngle

Unseen In The Rules.INI
SpotlightRadius

Knowing me and my day... someone already beat me to it #Tongue

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sat Jul 28, 2007 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you know what the default valuie for it is?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 28, 2007 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope... thats a something i cant do, try with 1.0 and work your way around

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 28, 2007 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

what we really need are spotlights that follow targets xD,they are in maps, so there must be some way to make them work like that without editing the map

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 28, 2007 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

that uses triggers IIRC...

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LCII^Bun-Bun
Civilian


Joined: 16 Oct 2007

PostPosted: Tue Oct 16, 2007 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

bumpy de bpumy de bump.....


excuse me for bumping this topic, but i am a noob, no, worse than a noob in modding stuff..

but i want an spotlight tower that also fires a machine gun.... (but keeps alarm) AND want to know how to freaking let it work... (cant get it into the game) what should i do?! Embarassed

i know i should look in the forums, but its like, i can only find 50% of what i need and that 50% is spreaded across 10 topics Embarassed

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Tue Oct 16, 2007 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try making a machine gun weapon that makes a sound like a warning klaxon.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 16, 2007 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

better, use 2 weapons
primary=towermg ;your new mg
secondary=warningklaxon ;your new warning sound dummy weapon

[towermg]
range=7
Report=CHAINGN1

[warningklaxon]
range=25
MinimumRange=7 ;the range of the mg
Report=KLAX1

so it fires first the secondary weapon and warns. Then when the enemy is closer than 7 cells it uses the mg.

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LCII^Bun-Bun
Civilian


Joined: 16 Oct 2007

PostPosted: Tue Oct 16, 2007 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

wait, how should i do this now?!

maybe its me, maybe im to tired now, but i dont seem to get it...

i need to make an ecache.mix file, add this script.. or... how?!

sjeez, im to tired and noobish :/

(Sjeez, IRC would be usefull now)

the most stupid thingy is, when i kn ow something, i always forget it within 1 week unless i use it till i dream of it... (or get it stamped into my head :/ )

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Oct 16, 2007 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can vehicle alike titan, have a spotlight moving around randomly?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 16, 2007 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

unfortunately no

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Oct 17, 2007 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn...alright, thank you...

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Oct 17, 2007 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Technically, if you added it to the walking animation of the titan, you might be able to emulate it... as for idle, I doubt it will work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 17, 2007 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

not really, because units can't have transparent parts, so even if you add a circle swirling around the mech it won't have the light effect. Just a pure white circle.

Because of this, i already thought about adding a particle system to a unit that spawns invisible debris which create a bright light effect on impact. But this would need further research.

Maybe cncvk can add to ETS the feature that you can have in the shadow frames (which are by default transparent) different colors too (like alphaimages a simple greyscale on the color indexes of the normal remap colors). But this isn't done tomorrow so i doubt that there is a way to make unit spotlights.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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