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Posted on: Jun 1 2012, 11:25 AM |

Stealth Tank

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Member No.: 281
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no weapon and nothing that complicate necessary. It should be enough to add the key Damage to the upgrade animation in art.ini and give it a negative value. e.g. CODE ; Power plant power-up animations [GAPOWR_B] Damage=-1 If that doesn't works, then use a workaround via art.ini debris. [GAPOWR_B] TrailerAnim=REPAIRME TrailerSeperation=5 ;raise this to make the repair slower ;don't forget to add this animation to the end of the [Animations] list in rules.ini [REPAIRME] Image=CLRANIM ;create a dummy 5x5 pixel anim with 10 empty frames in the shp Elasticity=0.0 MinZVel=-10.0 MaxXYVel=1.0 ExpireAnim=CLRANIM ;anim necessary or damage won't work Damage=-1 ;repair the object on the place where this debris was spawned DamageRadius=64 Warhead=Super ;use the laser warhead (repair warheads with negative verses don't work here iirc) LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=400 DetailLevel=0 Bouncer=yes [/code] If that still doesn't work (which i doubt), you can still enhance this by using a repairing particlesystem on the warhead. Just create a new warhead which you give to the REPAIRME art.ini debris. Then add to the warhead Particle=RepairSys. Then create the RepairSys particlesystem (clone the gascloud system and give it negative damage; then make sure the cloud/particle disappears after a few frames and not like the gascloud after a long time). |
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Forum: TS Modding
· Post Preview: #50031
· Replies: 5
· Views: 8,387
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Posted on: Jan 17 2011, 02:23 PM |

Stealth Tank

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QUOTE (Chris Ichikawa @ Jan 11 2011, 07:26 PM)  I tried it, LKO. It doesn't work.  I mean... I put Damage=-10 into a new spark particle and used it. I get the spark, but no damage or inverse damage. This gameplay mechanic doesn't seem to be looking so well... That's because Particles with BehavesLike=Spark, Smoke, Web or WeakGas can't do any damage. You have to use BehavesLike=Gas or Fire on the Particle. Here's a working example code CODE [ParticleSystems] xx=AirCraftHealSys
[Particles] xx=AirCraftHealP
;LKO: add this PS to an Aircrafts DamagePS so it heals slowly itself when landed ;use this instead of bugged SelfHealing=yes [AirCraftHealSys] HoldsWhat=AirCraftHealP BehavesLike=Spark ParticleCap=2 SparkSpawnFrames=1 SpawnSparkPercentage=100
[AirCraftHealP] Image=none MaxDC=1 MaxEC=10 Translucency=0 Damage=-1 Warhead=FirestormWH BehavesLike=Gas |
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Forum: TS Modding
· Post Preview: #49624
· Replies: 16
· Views: 16,345
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Posted on: Nov 18 2010, 10:22 AM |

Stealth Tank

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I don't think there's a way to do this with anims or PSs, because both would also repair/damage the building.
Using an art.ini anim with negative damage doesn't works. So you're forced to use art.ini debris spawned by the activeanim. However, even if the art.ini debris allow to use a certain warhead (like repair WH with neg verses), the debris still damage the building. Regardless if they have negative damage or positive damage with negative warhead verses and they need at least +1 or -1 damage to use the warhead (with Damage=0 the warhead is ignored). Thus the building would slowly get destroyed. You can of course assign a repair particlesystem to the warhead to counter the damage effect of the debris, but this would heal the building also when it got damaged by the enemy.
However i've found a way to give aircraft a selfhealing ability without using the SelfHealing key, which renownedly causes bugs like invincible but constantly rotating aircraft. You can give the aircraft a special DamageParticleSystem which has negative damage. Since the PS won't hit the unit during the flight, because PS can't hit flying objects, the aircraft will repair only when landed. Thus you get the impression the aircraft gets healed whenever it lands on the helipad. (though only to half strength as then the DamagePS is stopped and it also heals when it lands on normal ground) |
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Forum: TS Modding
· Post Preview: #49481
· Replies: 16
· Views: 16,345
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Posted on: Nov 15 2010, 10:19 PM |

Stealth Tank

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There's a much more serious problem behind that. You would have to avoid using MovementRestrictedTo, since this key allows only one entry (both, Ice and Water can't be set at the same time).
Since there is no special MovementZone for naval units (that's why we use MovementRestrictedTo=Water in the first place) and you're bound to use an amphibious movementzone, does the unit see other terrains as passable terrain too. 0% on the specific ground speedtype only makes the unit immobile on this ground, but doesn't prevents it from trying to move on it during the pathfinding process.
Thus, every time you would order a unit to move to a far location, it can by accident try to move on the 0% speed ground and this way get stuck on this ground. And there would be no way to free the unit again (except maybe via the carryall).
If you want an ice breaker, you could try giving the unit a long lasting invisible area fire particlesystem. This would keep emitting fire particles even when the unit starts to move and could this way remove the ice around the unit. |
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Forum: TS Modding
· Post Preview: #49460
· Replies: 2
· Views: 6,744
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Posted on: Oct 15 2010, 02:21 PM |

Stealth Tank

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Joined: 14-November 06
From: Germany
Member No.: 281
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Even if Hyper is currently absent, this doesn't makes this belong less in the Internal Errors topic. So keep using the Internal Errors topic in future. The EIP in your except points to FootClass::AI() -> TiberiumHeal division. In addition isn't modding to blindly insert in the ini whatever you have in mind and then hope to let someone else find your bugs. Disable one of your new things after the other and test it ingame until you find the problem yourself. |
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Forum: TS Modding
· Post Preview: #49327
· Replies: 6
· Views: 10,533
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Posted on: Oct 4 2010, 06:52 AM |

Stealth Tank

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QUOTE (Aro @ Aug 25 2010, 02:22 PM)  If you do come across any [internal errors], please upload the except.txt and TI.log here. [...] If you receive an Internal Error upon loading a map, then make sure you remembered to set the Twisted Insurrection GAME.exe compatibility to Windows 98!
QUOTE (Aro @ Aug 25 2010, 02:39 PM)  1 - Download TIPublicBeta1.rar 2 - Extract the Containing Folder to any location on your computer 3 - Once Extracted, open the TI Public Beta 1 Folder and Set GAME.exe compatibility to Windows 98 (IMPORTANT!) 4 - Run GAME.exe and play |
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Forum: Your Input
· Post Preview: #49291
· Replies: 12
· Views: 15,686
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Posted on: Sep 27 2010, 01:13 PM |

Stealth Tank

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QUOTE (ma1kel @ Sep 26 2010, 11:13 PM)  Is, in your eyes, TS' AI better than RA2/YR? No. Since the RA2/YR AI has afaik everything the TS AI is capable of and some additional stuff, the RA2/YR AI is more advanced. However both, the TS and RA2 AIs are extremely bad and incomplete implemented in ai.ini, thus the AI isn't nearly working on its full potential. I would say the ai.ini in both games is using only 10-25% of all the possibilities and thus makes the AI very weak, stupid and predictable. |
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Forum: TD Discussion
· Post Preview: #49256
· Replies: 9
· Views: 19,742
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Posted on: Sep 24 2010, 12:01 AM |

Stealth Tank

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^^shame on you. It's also actually the other way round. TS-> great story, great atmosphere, great buildings/units. unfortunately quite many bugs. RA2/YR-> stupid story, very bad atmosphere, ugly buildings/units. quite many modding possibilities and less bugs. |
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Forum: General Discussion
· Post Preview: #49236
· Replies: 23
· Views: 17,748
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