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> tiberium grow logic
Lin Kuei Ominae
post Jan 12 2008, 11:35 AM
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Is it possible to create a building that follows the way of the tiberium growth logic and uses different images, dependent on the amount these building next to it?

Since we can't add a new tiberium type, i had the idea of making big tib crystals as buildings that can be destroyed and leave normal tiberium via debris logic.
And to avoid 50 different buildings for the various growth stages, i would like to use the growth logic so you have to place only one building in finalsun.


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Bittah Commander
post Jan 12 2008, 12:49 PM
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For as far as I know no one has tried this before. You could try adding Tiberium=yes a building and experiment, but I'm guessing this only works on overlay objects (although I don't see why you couldn't just use an overlay object instead of a building).


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SeekSomethingNew
post Jan 12 2008, 05:47 PM
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Well for one thing, Tiberium= is a OverlayType key IIRC, and second, the 4th Tiberium can be enabled by a simple byte change.


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I_Am
post Jan 12 2008, 06:42 PM
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LoL, Do it then! tongue.gif
I think more colors and larger tib type would be sweet.


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SeekSomethingNew
post Jan 12 2008, 08:22 PM
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Lol, i can add about 20 new types if i want, but its all down to how will you place them in FinalSun wink1.gif


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Lin Kuei Ominae
post Jan 12 2008, 09:37 PM
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QUOTE (TSHyper @ Jan 12 2008, 06:47 PM) *
... the 4th Tiberium can be enabled by a simple byte change.

A simple byte change in game.exe or in one of the ini files?
If you can, add as much as possible so it's up to the modders if they use them. Later they still could be placed using some new tiberium trees that spawn the new tiberium, or if you scroll through all overlaytypes in finalsun and place them by hand.

Thanks Bittah for the hint with the Overlay type. But how can these new crystals spawn normal tiberium? There is no overlay key to spawn tiberium and i doubt that destruction explosions work on them so they can spawn tib with debris. Maybe CellAnim can do the trick, but if i'm right network games would then have the disconnect error (if i remember right the twinkle anim research/tests).

This post has been edited by Lin Kuei Ominae: Jan 12 2008, 09:43 PM


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SeekSomethingNew
post Jan 12 2008, 09:58 PM
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Well, the 4th Tiberium does work, its just the game will not display any frame other than frame 0/1.

Well HP has now moved to using pd's DLL logic, and im learning some basics of C++.

Problem comes though is i would have to add a whole new system to setting what OverlayType is linked to the Image=#, perhaps a UseOverlay=NTIB01 for example, and it will use NTIB01 to NTIB12.

I planned to trying to hack FinalSun, if not successful, perhaps someone will make a new editor.

And what about SpawnTiberiumType? That can be used to spawn Tiberium from Overlays.


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Lin Kuei Ominae
post Jan 13 2008, 12:14 AM
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QUOTE (TSHyper @ Jan 12 2008, 10:58 PM) *
And what about SpawnTiberiumType? That can be used to spawn Tiberium from Overlays.

I don't know this key and didn't found this in game.exe too. If you mean SpawnsTiberium and TiberiumToSpawn, those are used on Terraintypes only, so i doubt that they work on overlays too.
And TiberiumSpawnType is only used in art.ini which i would chose for the cellanim with debris logic.

This post has been edited by Lin Kuei Ominae: Jan 13 2008, 12:15 AM


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Team Black
post Jan 13 2008, 12:46 AM
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Well if it's a building, it should be pretty easy to make it spawn tiberium..
make a weapon that spawns tiberium, and make a trigger that has it attack a waypoint, with damage=1 and whatever ROF you think would work best.
You could even make a firing anim and/or a charge anim to make it look like it's spreading the crystals..


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Lin Kuei Ominae
post Jan 13 2008, 01:05 AM
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with the Next= key you don't even need a weapon.
Just let an active anim with RandomLoopDelay play another anim with e.g. Next=Tibspawndummyanim.

So imo a building would be the easiest way, but you have to place manually a lot of different buildings to make it look good.

After all i think a building is still the best solution, because
-buildings are impassable what would be ok for big crystals
-it's easy to apply tiberium spawn logic
-they can have a violent destruction explosion that spawns tiberium too and can cause chainreactions
-they can have a cool twinkle anim as activeanim

This post has been edited by Lin Kuei Ominae: Jan 13 2008, 01:08 AM


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Team Black
post Jan 13 2008, 03:25 AM
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Crimsonum
post Jan 13 2008, 08:32 AM
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Sorry for being slightly off topic, but is there anyway to correct the shadows of Tiberium in TS? I'm not sure if you have noticed it before, but if you look carefully down to a patch of Tiberium, you'll see how some shadows are floating off their position, and some pods don't have shadows at all. Weird though, the first frames of the Tiberium always have correct shadows.

This post has been edited by Yuri 08: Jan 13 2008, 08:32 AM
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Lin Kuei Ominae
post Jan 13 2008, 11:05 PM
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i haven't noticed this before, but i can't find any problem with the shps nor the code. So it could be an engine problem.


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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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