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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
05-28-2003, 12:34 PM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Warhead= in Artmd.ini and HideIfNoOre=
Hi there...
As you might have quessed from the title, I'm working on damaging Tiberium. I've got it so far that the Tiberium actually damages units, but...
- It uses the wrong warhead (either Fire or Fire2)...I saw Psycho using the Warhead-Flag in the artmd.ini for his Superweapons, and I remember someone saying it is valid in a post here...there are also no typos and everything is in the correct list...what am I missing?
- The damage stays! I clearly set HideIfNoOre=true on the anim, but when the ore is away, the cell still damages like before...any idea what went wrong? I was guessing it is caused by the LoopCount=-1, but TWNK1 (the ore twinkle) also has LoopCount=-1 set...
-- INI-Entries: --
[TIBDAMAGE] ; the anim
Damage=10
DamageRadius=.5
Warhead=TibDeathWH
Rate=100
HideIfNoOre=true
Theater=yes
LoopCount=-1
RandomLoopDelay=120,300
[TibDeathWH] ; the warhead
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,100%
InfDeath=7
Veinhole=yes
AnimList=GENMUT
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05-28-2003, 12:37 PM
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#2 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Its much better to implement your idea by using a CellAnim= on the relevant Ore type from the [Tiberiums] section - the method you describe above should work perfectly that way, as using the CellAnim= means that it will definately only get displayed when there is Ore present 
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05-28-2003, 12:45 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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That is actually what I did, after your hint in the CellAnim's description in the rules.ini guide gave me the idea....as said, the problem is not to get the damage, the problem is to get the correct damage...and to get it away afterwards... :/
EDIT:
[TIB01]
Name=Tiberium (Green)
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0
CellAnim=TIBDAMAGE
...done to every patch of ore, until [TIB3_20]...
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05-28-2003, 02:45 PM
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#4 (permalink)
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Member
Join Date: Dec 2002
Location: Spain
Posts: 58
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I'm interested with this idea for my mod:
The next code was extracted from [BURN-M] of the TS art.ini
Try with low damage & not Damage=10, for example .05 or change the WH verses by low % numbers... :/
But if this works, I would like the "heal" effect (or "-"damage or -100%...  )
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05-28-2003, 04:29 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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I can only say it again...the problem is not to get the damage, but to make it appear correctly...
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05-28-2003, 04:47 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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So basically the validity of HideIfNoOre= is coming into question here? Perhaps it no longer works, and that fact is being disguised by whatever the OreTwinkle= in the rules has hooked to it. Maybe try adding the damage stuff to TWNK1 and see if the damage stops happening for that anim.
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05-28-2003, 05:25 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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That's Plan B, actually...
Also, that wouldn't fix the warhead-problem...is "Warhead=" actually valid in artmd.ini?
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05-28-2003, 06:04 PM
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#8 (permalink)
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Member
Join Date: Mar 2003
Location: Great Britain
Posts: 82
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ive just scanned through this thread very quickly so forgive me if my post is irrelevent
but just to let you know, before using CellAnim=, take into account (i doubt anyone knows this) that if u are giving it to an overlay like ore/tiberium you are gaurenteed to get Re-Connection errors on mplay
Trust me, i put Twinkly Tiberium into Tiberian Sun Retro, but sadly had to take it out again due to this problem
in TS there is no work around however in RA2 (annoyingly for me) you have specific tags for twinklie tiberium
you can use cellanim but its quite an odd tag, its only used once in TS (and only in the addon on BIGBLUE.shp big blue tiberium crystal. and i doubt its used at all in RA2
P.S. What exactly is
UseCellDrawer= (true or false) ?
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05-28-2003, 06:26 PM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by SMIFFGIG
ive just scanned through this thread very quickly so forgive me if my post is irrelevent
but just to let you know, before using CellAnim=, take into account (i doubt anyone knows this) that if u are giving it to an overlay like ore/tiberium you are gaurenteed to get Re-Connection errors on mplay
Trust me, i put Twinkly Tiberium into Tiberian Sun Retro, but sadly had to take it out again due to this problem
in TS there is no work around however in RA2 (annoyingly for me) you have specific tags for twinklie tiberium
you can use cellanim but its quite an odd tag, its only used once in TS (and only in the addon on BIGBLUE.shp big blue tiberium crystal. and i doubt its used at all in RA2
P.S. What exactly is
UseCellDrawer= (true or false) ?
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WTF? I recently got reconnection errors in an annoying amount...
If that's the reason for it, I'll kiss you! (saves me a month of bug-hunting!)
Looks like I'm stuck with [TWNK1]...anyone any tips for Warhead= usage?
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05-28-2003, 06:31 PM
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#10 (permalink)
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Member
Join Date: Mar 2003
Location: Great Britain
Posts: 82
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well I hope i went through hell for some reaons, took me damn ages to find the bug in retro (was a while back now)
Full situation=The game would get the Re-Connection error usually around 3 to 5 mins into gameplay, but no longer and happened 100% of the time
it seemed to just overload the game in a way in which it wasnt designed to take, when looking at the SYNC.txt there where pages of pages of the cellanim i had added
shame cause it worked perfectly on single player/skirmish and looking brilliant but life goes on, i had to cut it
P.S. I have to give credit to DeeZire who pointed me in the right direction of how to get it working in TS, just such a shame it has such a large bug related to it 
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