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> Tiberium Generation
CommanderSpartan
post May 4 2008, 05:30 AM
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How do you make a structure generate tiberium? In my mod I plan to use this to create stable tiberium sources since in the maps *if I make any* will have little to none tiberium, and they will most likely not be regenerating, also is there a way to make a structure generate tiberium veins? Also if I were to make a building that would generate veins I need to know, which piece of code makes it so that a structure is invulnerable to veins? I'll try and find something later, but for now I'll just ask you. Thanks for any contributions in advance.


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Lin Kuei Ominae
post May 4 2008, 08:16 AM
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give the structure an activeanim in art.ini (just a invisible dummy)
let this activeanim loop and let it spawn debris (look at meteor logic)
let those spawned debris spawn tiberium (again look at meteor logic)

You can also spawn Veins, but not very reliable. The key TiberiumSpawnType= with which you spawn tiberium on your debris, also allows to spawn Veins (TiberiumSpawnType=VEINS).
Though there are several problems.
1. it doesn't only spawns veins, but also (and most of the time) blue tiberium. (This is because TiberiumSpawnType= doesn't only spawns the tiberiumpatch 01 but also all other patches TIB01-TIB20; since VEINS has only 1 patch and after VEINS stand all blue tiberium patches in the OverlayTypes list, 19 of 20 spawned patches are blue tiberium).
2. the spawned veins don't grow, due to the lack of a Veinholemonster

give your building ImmuneToVeins=yes.

This post has been edited by Lin Kuei Ominae: May 4 2008, 08:27 AM


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CommanderSpartan
post May 4 2008, 09:04 PM
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I see... hmm, I wonder, would it be possible to construct a vein hole monster as a structure?


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Lin Kuei Ominae
post May 4 2008, 09:18 PM
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i think with many tweaks and luck it could be possible.

1. Make 19 additional VEINS and put them in the OverlayTypes list after the original VEINS. (so TiberiumSpawnType=VEINS always spawns VEINS)
Now hope that the blue tiberium and all other overlays after veins don't depend on their position in the overlaytypes list and the game still can handle all these. If not make 20 VEINS and add them at the end of the overlaytypes list and use these to spawn.
2. Make a building with the veins spawning dummy activeanim
3. Try if the keys that define a VHM also work on the building and let the spawned veins grow (but i doubt a bit that these overlaytypes keys also work on buildingtypes)
if not raise the flying-range of the veins-spawning-debris of your dummy activeanim (so the building randomly spawns veins all around itself)
4. test if a weed-harvester is at all able to harvest the spawned veins

This post has been edited by Lin Kuei Ominae: May 4 2008, 09:39 PM


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Nod units:____________________________GDI units:
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Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
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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
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CommanderSpartan
post May 7 2008, 04:31 AM
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Ok, I'll try that as soon as possible and post the results.

Edit: sorry I'm not posting the results, I'm kinda busy with school and ect. I'm working on it right now, I'm sure I'll get them working in a while.

This post has been edited by CommanderSpartan: May 10 2008, 04:16 PM


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GameMaster0000
post May 31 2008, 05:59 AM
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I try use Activeanim to had debris but problem is active anim don't spawn any debris this is my code

CODE
[SACONY_A]
Image=SACONY_A
Normalized=yes
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=400
DetailLevel=0
Spawns=TIBDEBRIS
SpawnCount=2

[TIBDEBRIS]
Image=METLARGE; for test that it spawn debris or not
Elasticity=0.0
MaxXYVel=0.0
MinZVel=0.0
Damage=0
DamageRadius=0
LoopStart=0
LoopEnd=8
LoopCount=-1
DetailLevel=0
IsTiberium=true
TiberiumSpreadRadius=5
TiberiumSpawnType=TIB2_01


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Lin Kuei Ominae
post May 31 2008, 07:20 AM
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Spawns= works only if you also have Bouncer=yes, Elasticity=, MaxXYVel= and MinZVel= on your anim, what makes this a debris.
I tried to make this work too and since debris can't be looped, i think it's impossible to have this as a looped activeanim.

But you can use the tiberium spawning anim as a muzzleflash on dummy weapon, which has range=200,damage=0 and this way always finds a target and automatically starts to fire.

\EDIT
i found a way.
try this.
CODE
[SACONY_A]
Image=SACONY_A
Normalized=yes
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=400
DetailLevel=0
TrailerAnim=TIBDEBRIS
TrailerSeperation=10

every few seconds (defined with TrailerSeperation) the anim TIBDEBRIS is played, which causes a looped debris spawn.

This post has been edited by Lin Kuei Ominae: May 31 2008, 07:31 AM


--------------------
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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