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> help with my flame thrower code
Roadwarrior
post Nov 1 2007, 05:15 PM
Post #1


Attack Buggy
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here's my code, when i fire it it crashes the game (iv change it after posted on TSHyper's tread)

CODE
;flamer
[HvyFlamer]
Anim=Flamer
Damage=0......................................(ill change if it's needed)
AmbientDamage=2
ROF=50............................(Should this be lowered?)
Range=4.25
MinimumRange=2
Projectile=Invisible
Speed=1
Warhead=Fire
Report=FLAMTNK1.......................(this will change)
UseFireParticles=yes
Burst=2


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Lin Kuei Ominae
post Nov 1 2007, 06:05 PM
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you use UseFireParticles=yes and doesn't have any AttachedParticleSystem= tag there.
either add AttachedParticleSystem=FireStreamSys or remove UseFireParticles=yes should help.

This post has been edited by Lin Kuei Ominae: Nov 1 2007, 06:06 PM


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SeekSomethingNew
post Nov 1 2007, 07:20 PM
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Ah, so it was weapon related... awesome, i thought i had it wrong ^_^


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Lin Kuei Ominae
post Nov 1 2007, 10:28 PM
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I think other ParticleSystems work too. I once tried to create a chemstream system that works like the firestream but uses the gasclouds as anim and mutates infantry to visceroids. But only because i wasn't able to get it work doesn't mean it's impossible. wink1.gif

This post has been edited by Lin Kuei Ominae: Nov 1 2007, 10:54 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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SeekSomethingNew
post Nov 1 2007, 10:31 PM
Post #5

Stealth Tank
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Well what was the problem, i can look at the game code for you, i cant guarantee anything though...


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Lin Kuei Ominae
post Nov 1 2007, 10:54 PM
Post #6


Stealth Tank
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here's my code. maybe you or someone else finds a way to make it work
CODE

[Particles]
22=ChemStream

[ParticleSystems]
16=ChemStreamSys

[ChemLauncher]
Damage=0
AmbientDamage=2
ROF=50
Range=5
Projectile=Invisible
Speed=1
Warhead=Gas
Report=SILENCER
UseFireParticles=yes
AttachedParticleSystem=ChemStreamSys

[ChemStreamSys]
HoldsWhat=ChemStream
Spawns=yes
SpawnFrames=4
BehavesLike=Fire
Image=TWLT036
Lifetime=30

[ChemStream]
Image=CLOUD2D
Deacc=0.01
Velocity=28.0
;BehavesLike=Gas
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=Gas
Damage=10
StartFrame=0
StartStateAI=1
EndStateAI=12
StateAIAdvance=4
Translucency=50
DeleteOnStateLimit=yes
WindEffect=0

the problem lies in the particle [ChemStream]
with BehavesLike=Fire it worked like a flamethrower and the clouds moved to the target, but it wasn't able to mutate infantry to visceroids.
with BehavesLike=Gas the gasclouds stayed at the fired position and just disappeared. However they damaged the firing unit and mutated it into a visceroid.

Another graphical problem is, that with BehavesLike=Fire the clouds are only visible while firing to the North. (due to the multiple directions that are already in the FLAMEALL anim and the fact that gasclouds only have one direction) But a new gasgloudanim shouldn't be a problem.

with BehavesLike=Gas it looks like this:Attached Image
here a pic how it looks with BehavesLike=Fire:Attached Image

I think it looks pretty cool, and if it would now mutate units into visceroids it would be a great chem warrior weapon.

This post has been edited by Lin Kuei Ominae: Nov 1 2007, 11:56 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Roadwarrior
post Nov 1 2007, 11:13 PM
Post #7


Attack Buggy
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i removed the UseFireParticles tag and it works but it plays all frames/directions

red line is ware he's facing
Attached Imageshadow frames and color frames i think

i think im supposed to use the anim pal right? thats the unittem pal


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I shall confuse you all! Muhahahahaha!

****Updated Mar 20 2008**** Don't forget to comment
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Lin Kuei Ominae
post Nov 1 2007, 11:23 PM
Post #8


Stealth Tank
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correct, fireanims use the anim pal. And with the removed UseFireParticles tag you can also remove the AmbientDamage tag, because this isn't used anymore.

This post has been edited by Lin Kuei Ominae: Nov 1 2007, 11:41 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
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Roadwarrior
post Nov 2 2007, 12:02 AM
Post #9


Attack Buggy
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Favorite game: Tiberian Sun



thanks now im off to convert the 102 frames.


EDIT: i finally know why my Particles wouldn't work i didn't know there was a Particle list so i didn't add them to it tongue.gif

This post has been edited by Roadwarrior: Nov 2 2007, 01:10 AM


--------------------
I shall confuse you all! Muhahahahaha!

****Updated Mar 20 2008**** Don't forget to comment
Voxels:
UH-1 Huey Spotlighted
Possible mods i will make for Tibsun:
CnC:Terminator:Judgment Day
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SeekSomethingNew
post Nov 2 2007, 12:29 AM
Post #10

Stealth Tank
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Let me take a look at BehavesLike...

Here is some info...

BehavesLike accepts the following values...

Smoke
Gas
Fire
Spark
Railgun
Web
WeakGas


BehavesLike accepts the above values with a limit of...

Default value is nothing, blank, null.

64 Characters for [ParticleSystems]
32 Characters for [Particles]

It seems to force the value "0" into a memory location, dont know what its linked to, but it forces that value after loading that key.

It does a string compare to see if the value is the same as the one stored in memory. I dont know if this is for the default value or to check the value in the attached [ParticleSystems] or [Particles] system. This also includes a loop for this compare.

So what is it that causes the IE?

This post has been edited by TSHyper: Nov 2 2007, 12:50 AM


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Roadwarrior
post Nov 2 2007, 02:03 AM
Post #11


Attack Buggy
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Favorite game: Tiberian Sun



oh ive fixd the Particle problem LKO's code helped i forgot to put FlameStream/Sys in the Particles list

but now i have decided to use the Flamer-e Flamer-n Etc.. based off of the Mgun code in art.ini beacuase i just found it and it should work

This post has been edited by Roadwarrior: Nov 2 2007, 02:04 AM


--------------------
I shall confuse you all! Muhahahahaha!

****Updated Mar 20 2008**** Don't forget to comment
Voxels:
UH-1 Huey Spotlighted
Possible mods i will make for Tibsun:
CnC:Terminator:Judgment Day
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