Posted: Sun May 25, 2003 1:38 am Post subject:
Demolition Truck... M.A.D Tank.... why they dont work
This is why it hasnt currently been done
Bearing in mind that
DamageRadius=
does not work properly in the art.ini and
Spread=
only (stupidly) applies to EMEffect= weapons
Its been annoying me this for quite a while, the only way i could think of is changing the
ExpSpread=.7
but this would effect every single unit in the game with the tag
Explodes=yes
The problem with damageradius= is that it either has no effect at all (like some other tags i know "Shard=" "ShareSource=" "CloakStop=" "Thief=") bah the list goes on.
Or its max radius is extremely low (as it is only currently used on debris)
either way it dont work, try it yourselves
Im rambling i know but just for those who are interested (im sure theres some[one] )
Shard=
This tag was meant to be for [Tiberiums] and would allow debris to fly off of exploding Tiberium types (being CRYSTAL1, CRYSTAL2) .shp debris. The tag doesnt work with .vxl or .shp debris and oddly in the Official Rules.ini unedited the "Shard=" tag isnt even used but replaced by "Debris=" which, yea u guessed it doesnt work either. Looks like a last ditch attempt to get the feature working (without fixing the actual source code)..... does Debris= actually exsist in the .exe, i know DebrisTypes does... oh well. Sad to see niether work, Tiberium Debris flying off of exploding tiberium would have looked great
ShareSource=
Meant for voxel debris (like i have put into TS Retro, but this allowed u to specify everything for the Voxel Debris section of the Rules, rather than editing the DebrisTypes of each unit, probably also allowing the voxel debris to display every time (something currently impossible). This would be used in conjunction with some other Not working tags in the Voxel debris section like ShareTurretData=(yes or no) and ShareSource=(4TNK) or whatever. Overall something i dont really care about not working as its use is still available through other means
CloakStop=
For infantry types and designed for the Chameleon spy. Who was originally intended to only cloak when stopped, oh and of course he was originally intended to be an available unit. (Mutant Hijacker has Chameleon spy cameo. a specific mutant hijacker cameo was never made. And the Beta cameo that everyone thinks is the mutant hijackers cameo[due to error of DeeZire's) was actually meant for Tratos hence the three commandos . Shame this doesnt work, could have been put to good use
Thief=
No not a mutant hijacker VehicleThief, this is the RA1 style thief that stole 50% of the credits that where in either a Tiberium Refinary or Tiberium silo when the thief entered it. Huge shame this doesnt work, really annoys me
Im thought i would explain this as im sure there are some people on this board that are interested in things like that... well i hope so anyway or ive just wasted a few mins
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun May 25, 2003 3:53 am Post subject:
DamageRadius= needs astronomical values to work... However, according to thedvd, the range isn't higher than 3x3 cells... That's why airburst weapons and clusters are used...
As for Shard and Shared Source, they are quite interesting... As for thief, I really did know it didnt worked... unfortunatelly...
But I never knew that cloakstop was useless... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Demo Truck dont work?? Thought the was a workaround well not really pure INI coding but a workaround, Yoshi taught(sp?) me...
And yes that CloakStop just doesnt seems to work.... lol i'm trying to make a Sniper cloak when stop moving..bah it doesnt work Last edited by FireStorm on Sun May 25, 2003 11:17 am; edited 1 time in total QUICK_EDIT
I guess Smiffig is right, why would ww add celspread= in RA2, if it already was in the engine? _________________ Please, read the signature rules of the forum. QUICK_EDIT
yes, in Ra2.ini, the description that goes with the cellspread tag says something like: 'replaces spread= and widespread=" so i tried widespread= in TS, but it didn't work...
oh, and banshee... you don't need astronomical values... setting the spread= value to anything above 124 orso will damage the adjacent cells as much as the projectile's impact cell... anything below 124 will damage the adjacent cell to a lesser degree... for example the [RPG] warhead does this... while the [ORCAHE] warheads damages 9 (3x3) cells to the same degree. oddly enough, the orcahe spread value is 512... really dumb, westwood could've used 124... QUICK_EDIT
I remember seeing a demo truck that used debris types as the damaging explosion that resulted from it being destroyed... _________________ Over and out,
~FinalMoon QUICK_EDIT
Ok, I know this was a really cheezy unit, but lemme tell you what it did. There was this unit called the ion desolator. It was a truck, and you drove it into the enemy base, and when they destroyed it, these billions of tires came flying out. They bounced around for a few seconds, then tons of Ion strikes came down from the sky pummelling everything in their path. The debris definitely always came out.
.......explain? _________________ Over and out,
~FinalMoon QUICK_EDIT
they gave the debris an airburst weapon that was like the ion cannon (same graphics etc)
however if u wanted to make a decent unit, (ie a demolition truck) u wouldnt want a million nuclear explosions to happen u would only want one
the only way to do this would be to give it one debris with this attribute
but as sharesource= etc doesnt work (not even sure that would have solved the problem) u can only do this with DebrisTypes=
and it is hardcoded to make the debris appear randomly
Finalmoon the mod you played is most likely UltimaMod... and no SMIFFGIG, he doesn't use airburst for that... it just giving a truck a lot of IONTIRE debris types. The IONTIRE has IONBEAM as ExpireAnim. QUICK_EDIT
still the problem though of debris occuring in random quantities (which if u where making a serious unit u would HAVE to control) _________________ QUICK_EDIT
there is a line like DebrisMinimums and DebrisMaximums or something like that _________________ Please, read the signature rules of the forum. QUICK_EDIT
Can you think of any reason TS would need DebrisMinimums, other than for modding purposes?
See, this is one thing I love about TS and hate about Generals. TS, you can't mod as easily. You have to think, come up with work-arounds, consider how things work. Westwood didn't just lay it all out on a silver platter for you like in Generals. _________________ Over and out,
~FinalMoon QUICK_EDIT
this is what happens when you make a truck that deploys into a building that will explode when u add WAY to many explosion animations to the list and it didnt even damage!? QUICK_EDIT
Ok, I know this was a really cheezy unit, but lemme tell you what it did. There was this unit called the ion desolator. It was a truck, and you drove it into the enemy base, and when they destroyed it, these billions of tires came flying out. They bounced around for a few seconds, then tons of Ion strikes came down from the sky pummelling everything in their path. The debris definitely always came out.
.......explain?
i used that before... lame and made the fps lower than 10 for a while QUICK_EDIT
Aw come on, it was still cool!!! I made a fun mod a while back, the first mod I ever made. Totally unbalanced, units stolen from other mods, and only a handful of new images, but it was still SO much fun. I might post it up here sometime. _________________ Over and out,
~FinalMoon QUICK_EDIT
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