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Lin Kuei Ominae
Posted on: Dec 13 2012, 07:38 AM


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Not unexpected, but still very sad to see this side end. crybaby.gif
I will always treasure the memory of having been a part of this side. It was a great time.
  Forum: TiberiumWeb news · Post Preview: #50208 · Replies: 7 · Views: 16,785

Lin Kuei Ominae
Posted on: Jun 1 2012, 11:25 AM


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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).
  Forum: TS Modding · Post Preview: #50031 · Replies: 5 · Views: 6,859

Lin Kuei Ominae
Posted on: Mar 12 2012, 02:11 PM


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You have to edit ai.ini and aifs.ini to make the AI build a certain unit.
There you find several Nod attack teams and you just have add to one or more of the teams the coredefender. (Or create a complete new team)

Modifications in rules.ini only tell if a house can actually build a unit (if it appears in den sidemenu) or not in the first place.
Ai.ini tells the AI how it should behave with certain units: e.g. offensive, defensive teams. capture or destroying buildings etc
Only Buildings are defined in rules.ini if the ai builds them.

IsCoreDefender has two functions.
1. Used on a Buildingtype it's a deployer key. Like TickTank=yes or IsJuggernaut=yes, these tell the game into which direction the unit should turn, before it deploys.
These keys also make sure, that the unit isn't sold and vanishes after undeploying.
2. Used on a Vehicletype, it tells the engine to give this vehicle the huge selection box and to make the vehicle immune against emp.
  Forum: TS Modding · Post Preview: #50011 · Replies: 1 · Views: 3,770

Lin Kuei Ominae
Posted on: Oct 17 2011, 08:08 AM


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Nice to see some activity on tibweb and even more in such a high quality work.
Thanks Ixith.
  Forum: Finished Maps · Post Preview: #49941 · Replies: 2 · Views: 4,881

Lin Kuei Ominae
Posted on: Feb 10 2011, 10:27 AM


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I had this problem yesterday too. Though today it seems to work again.
Surely a sideeffect of the revora server update.
  Forum: General Discussion · Post Preview: #49676 · Replies: 9 · Views: 8,435

Lin Kuei Ominae
Posted on: Feb 2 2011, 07:47 AM


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As said on ppm, these are fantastic. I love the many details without them becoming pixelated.

Only the banshee could be a tad bigger imo (125-150% of the current size), but it's still a great voxel.

Spotlight.
  Forum: Spotlighted Voxels · Post Preview: #49664 · Replies: 9 · Views: 10,153

Lin Kuei Ominae
Posted on: Feb 1 2011, 11:14 AM


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There is for one
Action "63 Apply 100 Damage At..." which uses the HE warhead and could be used multiple times to do more damage. (though the steps of 100 damage are quite big)

maybe
Action "42 Do Explosion At..." is better as you can define the weapon used to deal the damage (though i'm not sure how and if this works)

and finally
you can do as Orca said, create an invisible dummy animation with damage in art.ini ([DODAMAGE] Image=none, Damage=42) and use this via Action "41 Play Anim At...". However this involves some risks, as the trigger uses only the index in the [Animations] list (not the name) and once you add/remove an anim before the DODAMAGE anim in the list, the trigger won't work, as it uses a different anim. This also needs a modified art.ini and rules.ini to work, thus it isn't really nice for a map-project that should work for other mods too.
  Forum: TS Mapping · Post Preview: #49658 · Replies: 7 · Views: 8,475

Lin Kuei Ominae
Posted on: Jan 24 2011, 01:06 PM


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1. Create a waypoint. Create a trigger. give this trigger action "48 Center Camera at Waypoint". Set the Parameters Speed and Waypoint. Everything pretty self-explanatory.
2. Go to Edit/Basic. Set the Next Scenario to your second map. e.g. NextScenario=gdi2a.map
3. Don't know. Check the Action= Brief= keys in the basic section.
4. Actions "17 Reveal around waypoint..." and "18 Reveal zone of waypoint..." again pretty self-explanatory.
You can also use Action "41 Play Anim At..." and use the animation that is defined in rules.ini with the key DropZoneAnim= (BEACON in vanilla TS). Though to get the right index from the animations list is a bit tricky, since vanilla TS doesn't has a neatly ordered list, so you have to count which index it really has (it is not the number 618 in front of it).
  Forum: TS Mapping · Post Preview: #49642 · Replies: 7 · Views: 8,475

Lin Kuei Ominae
Posted on: Jan 21 2011, 09:03 PM


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No, the enemy will normally damage the building. But the building would repair itself for free (without the manual wrench repair order), because the particlesystem that is used to undo the damage of the art.ini debris, would give the building more hitpoints than the amount which the debris has taken away.
e.g.
The art.ini debris will always do 1 damage to the building (so the warhead works and can repair the unit landed on the pad).
Thus the warhead used by the debris, creates a repair particlesystem.
However the randomness of the PS causes it to repair more than 1 hitpoint. This randomness also prevents to make the PS repair exact 1 hitpoint, thus it has to be a tad more than the damage, or the building would destroy itself slowly.
  Forum: TS Modding · Post Preview: #49630 · Replies: 16 · Views: 13,467

Lin Kuei Ominae
Posted on: Jan 17 2011, 02:23 PM


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QUOTE (Chris Ichikawa @ Jan 11 2011, 07:26 PM) *
I tried it, LKO. It doesn't work. sad.gif

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
  Forum: TS Modding · Post Preview: #49624 · Replies: 16 · Views: 13,467

Lin Kuei Ominae
Posted on: Dec 21 2010, 10:11 AM


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Any sign from a mod/admin with the intention to replace the old ones?
  Forum: Support/Feedback Forums · Post Preview: #49574 · Replies: 15 · Views: 13,981

Lin Kuei Ominae
Posted on: Nov 18 2010, 04:08 PM


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^^Really!? Well then how about an event to check whether you play TS or FS? wink1.gif
It would be useful if you could check in a map via a certain event which game mode you currently play. To for example enable or disbable certain trigger/things in one mode.
  Forum: TS Mapping · Post Preview: #49488 · Replies: 7 · Views: 7,204

Lin Kuei Ominae
Posted on: Nov 18 2010, 10:22 AM


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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)
  Forum: TS Modding · Post Preview: #49481 · Replies: 16 · Views: 13,467

Lin Kuei Ominae
Posted on: Nov 15 2010, 10:19 PM


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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.
  Forum: TS Modding · Post Preview: #49460 · Replies: 2 · Views: 5,005

Lin Kuei Ominae
Posted on: Oct 15 2010, 04:16 PM


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I have a txt file that lists some EIPs from the public IE topics from here and PPM. wink1.gif
  Forum: TS Modding · Post Preview: #49329 · Replies: 6 · Views: 8,695

Lin Kuei Ominae
Posted on: Oct 15 2010, 02:21 PM


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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. wink1.gif
  Forum: TS Modding · Post Preview: #49327 · Replies: 6 · Views: 8,695

Lin Kuei Ominae
Posted on: Oct 4 2010, 06:52 AM


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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
  Forum: Your Input · Post Preview: #49291 · Replies: 12 · Views: 11,397

Lin Kuei Ominae
Posted on: Sep 27 2010, 03:02 PM


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Sorry Ionizer, but what is it with you creating discussion topics without any reason? You are no mod so don't act like you are one.
Creating Posts/Topics simply for the sake of activity aren't useful too. This isn't reviving Tibweb too, which isn't dead in the first place.

Also the mods here know perfectly well, what their responsibilities are. There is no need to tell them what to do. Especially since things like merging topics aren't possible.
  Forum: TD Discussion · Post Preview: #49258 · Replies: 11 · Views: 17,809

Lin Kuei Ominae
Posted on: Sep 27 2010, 01:13 PM


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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.
  Forum: TD Discussion · Post Preview: #49256 · Replies: 9 · Views: 13,586

Lin Kuei Ominae
Posted on: Sep 24 2010, 12:03 AM


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you do noticed, that this is 4 years old !?
In other words: Please don't bump old topics.

Oh and welcome on tibweb.
  Forum: Spotlighted Voxels · Post Preview: #49237 · Replies: 35 · Views: 33,293

Lin Kuei Ominae
Posted on: Sep 24 2010, 12:01 AM


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^^shame on you. boxing.gif

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.
  Forum: General Discussion · Post Preview: #49236 · Replies: 23 · Views: 15,170

Lin Kuei Ominae
Posted on: Sep 17 2010, 03:26 PM


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I agree with everything Bittah said. RA2 is much worse than RA1.

However RA1 is in several aspects even worse than TD and i never understood why they ruined these
-Tanks firing on infantry were inaccurate in TD giving infantry a much higher lifetime (especially rocket infantry). In RA1 they always hit 100%
-The tanks firing and hit sounds were horrible annoying (like someone playing with marbles and their recorded sounds bass raised). This was one of the first things i modded back to the TD sounds, when i got access to the XCC utils.
-SAM site is always out of the bunker. I loved the bunker logic in TD and miss it in every C&C ever since TD.
-The mammoth always uses the missiles against infantry, and not only when turning the turret towards the target like in TD. Thus the Mammoth became completely unbalanced and overpowered against rocket infantry.
-The ore mine (replacing the tiberium tree) was looking horribly undetailed. No animation and no good design.

However RA1 had also some cool new features like the improved aircraft, ships and additional/new superweapons.
  Forum: General Discussion · Post Preview: #49207 · Replies: 23 · Views: 15,170

Lin Kuei Ominae
Posted on: Sep 16 2010, 09:45 AM


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I don't think cellanims are a good solution. Because all the transparent stuff would cause massive lags for some players.

The terrain palette should also have enough shades of brown/grey to black to get such an effect done with the tile itself.
Since cliffs of a higher height than 4 are possible, this could be surely done without the need for an additional anim to make the cliff higher.
  Forum: Terrain · Post Preview: #49197 · Replies: 9 · Views: 6,276

Lin Kuei Ominae
Posted on: Sep 13 2010, 12:18 AM


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yeah, this one is a lot harder to fix and i didn't put much effort in it.
I gave the other ones a complete new border, but the boxers border moves and is partly hidden every other frame, so that it's hard to replace it with a new one using a layer drawn on top of it.
  Forum: Support/Feedback Forums · Post Preview: #49185 · Replies: 15 · Views: 13,981

Lin Kuei Ominae
Posted on: Sep 12 2010, 11:39 AM


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Very cool cool.gif

I see you also did the 4 missing track junctions (at least one of them is visible and i simply assume the other 3 are also done). dance.gif

Now we just need some buildings like big gates which fit this style and which can be used to separate one room from another. Also some computer consoles.
  Forum: Terrain · Post Preview: #49182 · Replies: 9 · Views: 6,276

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