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	<id>https://modenc2.markjfox.net/history/Recreating_Tiberium_Damage_in_Yuri%27s_Revenge?feed=atom</id>
	<title>Recreating Tiberium Damage in Yuri&#039;s Revenge - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/history/Recreating_Tiberium_Damage_in_Yuri%27s_Revenge?feed=atom"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/history/Recreating_Tiberium_Damage_in_Yuri%27s_Revenge"/>
	<updated>2026-06-06T07:26:03Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18884&amp;oldid=prev</id>
		<title>MarkJFox: 4 revisions imported</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18884&amp;oldid=prev"/>
		<updated>2025-03-31T20:03:18Z</updated>

		<summary type="html">&lt;p&gt;4 revisions imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:03, 31 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>MarkJFox</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18883&amp;oldid=prev</id>
		<title>en&gt;EvilRenegade: Replacing Template:TTL with Template:F.</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18883&amp;oldid=prev"/>
		<updated>2009-11-27T08:29:12Z</updated>

		<summary type="html">&lt;p&gt;Replacing &lt;a href=&quot;/edit/Template:TTL?redlink=1&quot; class=&quot;new&quot; title=&quot;Template:TTL (page does not exist)&quot;&gt;Template:TTL&lt;/a&gt; with &lt;a href=&quot;/Template:F&quot; title=&quot;Template:F&quot;&gt;Template:F&lt;/a&gt;.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 10:29, 27 November 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Creating the Damage==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Creating the Damage==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic concept of this tutorial/technique is this: On random cells over any field of ore, the animation defined under {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|OreTwinkle}} will be played &amp;amp;mdash; this is TWNK1 by default. Independent from that, in Yuri&#039;s Revenge, the death animation generated by the [[InfDeath]] caused by [[Unit:Virus|Yuri&#039;s Virus]] spawns several particles further damaging units they come in contact with. What we&#039;re going to do is make the twinkle animation played over ore use this system to spawn invisible, infantry-damaging particles where it appears, thereby creating a damaging &quot;aura&quot; over the Tiberium field.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic concept of this tutorial/technique is this: On random cells over any field of ore, the animation defined under {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|OreTwinkle&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}} will be played &amp;amp;mdash; this is TWNK1 by default. Independent from that, in Yuri&#039;s Revenge, the death animation generated by the [[InfDeath]] caused by [[Unit:Virus|Yuri&#039;s Virus]] spawns several particles further damaging units they come in contact with. What we&#039;re going to do is make the twinkle animation played over ore use this system to spawn invisible, infantry-damaging particles where it appears, thereby creating a damaging &quot;aura&quot; over the Tiberium field.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Create the Particle===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Create the Particle===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Start your new particle somewhere in your [[rules.ini|rulesmd.ini]]; name it whatever you want (of course not using a name that already exists) and add it to the [{{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|Particles}}] list.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Start your new particle somewhere in your [[rules.ini|rulesmd.ini]]; name it whatever you want (of course not using a name that already exists) and add it to the [{{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|Particles&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}] list.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Add this code to it, and alter it to fit your mod:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Add this code to it, and alter it to fit your mod:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Create the Warhead===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Create the Warhead===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Start your new warhead somewhere in your [[rules.ini|rulesmd.ini]]; name it whatever you want (of course not using a name that already exists) and add it to the [{{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|Warheads}}] list.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Start your new warhead somewhere in your [[rules.ini|rulesmd.ini]]; name it whatever you want (of course not using a name that already exists) and add it to the [{{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|Warheads&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}] list.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Add this code to it, and alter it to fit your mod:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Add this code to it, and alter it to fit your mod:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l62&quot;&gt;Line 62:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 62:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Adjust the Slave===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Adjust the Slave===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On its default settings, the [[Unit:Slave Miner|Slave Miner&#039;s]] [[Unit:Slave|Slave]] uses {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|Armor|none}}, which is also be used by normal soldiers. It is therefore subject to damage on Tiberium fields, if you used the code above.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;On its default settings, the [[Unit:Slave Miner|Slave Miner&#039;s]] [[Unit:Slave|Slave]] uses {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|Armor|none&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}, which is also be used by normal soldiers. It is therefore subject to damage on Tiberium fields, if you used the code above.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This, of course, is less than optimal.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This, of course, is less than optimal.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Fortunately, the seperate [[Armor types|Armors]] are not bound to [[Category|categories]], so you can just go to {{tt|[SLAV]}} and replace {{tt|Armor{{equal}}none}} with {{tt|Armor{{equal}}medium}}, which is the armor only used by Harvesters (at least on the ground).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Fortunately, the seperate [[Armor types|Armors]] are not bound to [[Category|categories]], so you can just go to {{tt|[SLAV]}} and replace {{tt|Armor{{equal}}none}} with {{tt|Armor{{equal}}medium}}, which is the armor only used by Harvesters (at least on the ground).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l68&quot;&gt;Line 68:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 68:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Extension==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Extension==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Having done all of the above, it should be rather easy to give the particle a warhead with {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|InfDeath|0}} and an animation that spawns a neutral infantry looking like a [[Visceroid]], using an armor you selected to be immune. This part of the tutorial, however, has not been written yet. Feel free to do that.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Having done all of the above, it should be rather easy to give the particle a warhead with {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|InfDeath|0&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}} and an animation that spawns a neutral infantry looking like a [[Visceroid]], using an armor you selected to be immune. This part of the tutorial, however, has not been written yet. Feel free to do that.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Explosive Tiberium==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Explosive Tiberium==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, the Exploding Tiberium system has been disabled. As off now, no way has been found to bring it back. There is a {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|Tiberium|yes}} flag for warheads, to enable them to affect resources, however, one would have to make sure such a warhead is rapidly spread across a field in a cascading fashion. You &#039;&#039;might&#039;&#039; be successful by working with (multiple) particles spawned from shell-explosion-anims which, in turn, have a {{tt|Tiberium{{equal}}yes}} warhead, {{tt|WindEffect{{equal}}5}} and a high {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|Velocity}}, with their warhead-explosion-anims spawning further of them, to spread the effect. This, however, is pure theory and has never been done before, and you should take into account that the number of particles could result in significant amounts of lag.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, the Exploding Tiberium system has been disabled. As off now, no way has been found to bring it back. There is a {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|Tiberium|yes&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}} flag for warheads, to enable them to affect resources, however, one would have to make sure such a warhead is rapidly spread across a field in a cascading fashion. You &#039;&#039;might&#039;&#039; be successful by working with (multiple) particles spawned from shell-explosion-anims which, in turn, have a {{tt|Tiberium{{equal}}yes}} warhead, {{tt|WindEffect{{equal}}5}} and a high {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|Velocity&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}, with their warhead-explosion-anims spawning further of them, to spread the effect. This, however, is pure theory and has never been done before, and you should take into account that the number of particles could result in significant amounts of lag.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It is posssible to recreate something similar to explosive tiberium by placing the flag {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|Explodes|yes}} into all the overlay types for that particular type of tiberium. In this case the tiberium will explode whenever a weapon hits it, regardless of whether the weapon had Tiberium=yes set on it. The damage done is controled by the {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|AmmoCrateDamage}} tag in [{{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|CombatDamage}}] and only effects the cell the tiberium was in. The explosion, debris spawned, and particle system are controled by the tags {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|BarrelExplode}}, {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|BarrelDebris}}, and {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;TTL&lt;/del&gt;|BarrelParticle}}, respectively. These tags  are located in [General].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It is posssible to recreate something similar to explosive tiberium by placing the flag {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|Explodes|yes&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}} into all the overlay types for that particular type of tiberium. In this case the tiberium will explode whenever a weapon hits it, regardless of whether the weapon had Tiberium=yes set on it. The damage done is controled by the {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|AmmoCrateDamage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}} tag in [{{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|CombatDamage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}] and only effects the cell the tiberium was in. The explosion, debris spawned, and particle system are controled by the tags {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|BarrelExplode&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}, {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|BarrelDebris&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}, and {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;f&lt;/ins&gt;|BarrelParticle&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|link&lt;/ins&gt;}}, respectively. These tags  are located in [General].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==See also==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==See also==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>en&gt;EvilRenegade</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18882&amp;oldid=prev</id>
		<title>en&gt;Gordon-creAtive: rw</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18882&amp;oldid=prev"/>
		<updated>2008-03-30T12:52:24Z</updated>

		<summary type="html">&lt;p&gt;rw&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:52, 30 March 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l81&quot;&gt;Line 81:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 81:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[:Category:Warhead Flags|Warhead Flags]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[:Category:Warhead Flags|Warhead Flags]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Tutorials]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RA2/YR &lt;/ins&gt;Tutorials]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>en&gt;Gordon-creAtive</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18881&amp;oldid=prev</id>
		<title>68.40.103.125: /* Explosive Tiberium */</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18881&amp;oldid=prev"/>
		<updated>2007-05-21T19:03:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Explosive Tiberium&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:03, 21 May 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l72&quot;&gt;Line 72:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 72:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Explosive Tiberium==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Explosive Tiberium==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, the Exploding Tiberium system has been disabled. As off now, no way has been found to bring it back. There is a {{TTL|Tiberium|yes}} flag for warheads, to enable them to affect resources, however, one would have to make sure such a warhead is rapidly spread across a field in a cascading fashion. You &amp;#039;&amp;#039;might&amp;#039;&amp;#039; be successful by working with (multiple) particles spawned from shell-explosion-anims which, in turn, have a {{tt|Tiberium{{equal}}yes}} warhead, {{tt|WindEffect{{equal}}5}} and a high {{TTL|Velocity}}, with their warhead-explosion-anims spawning further of them, to spread the effect. This, however, is pure theory and has never been done before, and you should take into account that the number of particles could result in significant amounts of lag.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, the Exploding Tiberium system has been disabled. As off now, no way has been found to bring it back. There is a {{TTL|Tiberium|yes}} flag for warheads, to enable them to affect resources, however, one would have to make sure such a warhead is rapidly spread across a field in a cascading fashion. You &amp;#039;&amp;#039;might&amp;#039;&amp;#039; be successful by working with (multiple) particles spawned from shell-explosion-anims which, in turn, have a {{tt|Tiberium{{equal}}yes}} warhead, {{tt|WindEffect{{equal}}5}} and a high {{TTL|Velocity}}, with their warhead-explosion-anims spawning further of them, to spread the effect. This, however, is pure theory and has never been done before, and you should take into account that the number of particles could result in significant amounts of lag.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It is posssible to recreate something similar to explosive tiberium by placing the flag {{TTL|Explodes|yes}} into all the overlay types for that particular type of tiberium. In this case the tiberium will explode whenever a weapon hits it, regardless of whether the weapon had Tiberium=yes set on it. The damage done is controled by the {{TTL|AmmoCrateDamage}} tag in [{{TTL|CombatDamage}}] and only effects the cell the tiberium was in. The explosion, debris spawned, and particle system are controled by the tags {{TTL|BarrelExplode}}, {{TTL|BarrelDebris}}, and {{TTL|BarrelParticle}}, respectively. These tags  are located in [General].&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==See also==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==See also==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>68.40.103.125</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18880&amp;oldid=prev</id>
		<title>en&gt;Renegade: Original tutorial by Allied General under Tiberium, moved to a more appropriate page, cleaned up, extended</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Recreating_Tiberium_Damage_in_Yuri%27s_Revenge&amp;diff=18880&amp;oldid=prev"/>
		<updated>2006-08-20T03:40:47Z</updated>

		<summary type="html">&lt;p&gt;Original tutorial by Allied General under &lt;a href=&quot;/Tiberium&quot; title=&quot;Tiberium&quot;&gt;Tiberium&lt;/a&gt;, moved to a more appropriate page, cleaned up, extended&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{BigHorizontalBar|Attention|Apparently, the flag {{tt|HideIfNoOre}} is to be taken &amp;#039;&amp;#039;quite&amp;#039;&amp;#039; literally - the twinkle animation will continue to be played where ore fields used to be, only invisible (&amp;#039;&amp;#039;hidden&amp;#039;&amp;#039; from sight). Relating to this tutorial, this means that the damaging particle will continue to be spawned, even if there is no ore in place anymore. In other words, you&amp;#039;ll probably experience Tiberium Damage without Tiberium. It is on you to decide whether you can live with/explain that, or not.}}&lt;br /&gt;
&lt;br /&gt;
Note that, while simply replacing the [[ore]] images will work in both {{ra2}} and {{yr}}, the method creating Tiberium Damage in this tutorial is only compatible with YR.&lt;br /&gt;
&lt;br /&gt;
All of us who played the original, &amp;quot;Tiberian&amp;quot; [[:Category:CnC Games and Add-Ons|Command &amp;amp;amp; Conquers]] know (and probably dreaded) the so-called &amp;quot;Tiberium Damage&amp;quot; effect, where any infantry unit stepping on a field of Tiberium (save for a few selected [[TiberiumProof|immune ones]]) would take periodic damage until they died.&lt;br /&gt;
&lt;br /&gt;
==Adding Tiberium==&lt;br /&gt;
Assuming you want to add &amp;#039;&amp;#039;[[Tiberium]]&amp;#039;&amp;#039; (as opposed to ore/gems) with Tiberium Damage, you first need some Tiberium. There are three ways you can implement this: &lt;br /&gt;
*Replacing the original ore&amp;#039;s/gems&amp;#039; images&lt;br /&gt;
*[http://www.ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System]&lt;br /&gt;
*Use Vinifera &amp;amp;mdash; as noted in [http://www.deezire.net/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=5847 this thread], it seems like the resource type defined as &amp;quot;Vinifera&amp;quot; is already present on maps, only disguised as normal ore (Riparius). By replacing only the Vinifera-images and only editing {{tt|[Vinifera]}}, you could potentially have Ore, Gems, and Tiberium in your game, without having to create your own ore tree - the only drawback being that no one documented which maps employ Riparius as their ore, and which use Vinifera. (Meaning some maps might only have Tiberium, while others only have ore, some have both in seperate fields, and some have both in the same field.)&lt;br /&gt;
For the sake of simplicity, we&amp;#039;ll assume you simple want to replace the original types. [[YR Argentina]] &amp;amp;rarr; SHPs &amp;amp;rarr; Other &amp;amp;rarr; Tiberium Pack includes both green and blue Tiberium, converted to RA2/YR format and correctly named to simply put them at an appropriate place to override the original files. Usage instructions should be included.&lt;br /&gt;
&lt;br /&gt;
==Creating the Damage==&lt;br /&gt;
The basic concept of this tutorial/technique is this: On random cells over any field of ore, the animation defined under {{TTL|OreTwinkle}} will be played &amp;amp;mdash; this is TWNK1 by default. Independent from that, in Yuri&amp;#039;s Revenge, the death animation generated by the [[InfDeath]] caused by [[Unit:Virus|Yuri&amp;#039;s Virus]] spawns several particles further damaging units they come in contact with. What we&amp;#039;re going to do is make the twinkle animation played over ore use this system to spawn invisible, infantry-damaging particles where it appears, thereby creating a damaging &amp;quot;aura&amp;quot; over the Tiberium field.&lt;br /&gt;
===Create the Particle===&lt;br /&gt;
Start your new particle somewhere in your [[rules.ini|rulesmd.ini]]; name it whatever you want (of course not using a name that already exists) and add it to the [{{TTL|Particles}}] list.&lt;br /&gt;
&lt;br /&gt;
Add this code to it, and alter it to fit your mod:&lt;br /&gt;
 Image=none ; it&amp;#039;s invisible&lt;br /&gt;
 MaxDC=15 ; the maximum number of frames that can pass before the particle can start to damage things around it&lt;br /&gt;
 MaxEC=60 ; the maximum number of frames that the particle can be in existence for, keep it small to reduce lag&lt;br /&gt;
 Damage=150 ; how much it hurts, this damage ignores tags such as ImmuneToPoison even if the attached warhead is Poison=yes&lt;br /&gt;
 Warhead=YourWarhead ; the [[Warhead]] with which the damage is calculated&lt;br /&gt;
 StartFrame=0 ; irrelevant, since it refers to frames within SHPs, and we&amp;#039;re not using one&lt;br /&gt;
 EndStateAI=20 ; irrelevant, since it refers to frames within SHPs, and we&amp;#039;re not using one&lt;br /&gt;
 WindEffect=0 ; since the tiberium doesn&amp;#039;t move, neither should the damage&lt;br /&gt;
 BehavesLike=Gas ; floating around - other types make no sense.&lt;br /&gt;
 StateAIAdvance=4 ; irrelevant, since it refers to frames within SHPs, and we&amp;#039;re not using one&lt;br /&gt;
Remember, 15 frames approximately equal 1 second at middle game speed. Most important are {{tt|MaxEC}}, {{tt|Damage}}, and {{tt|Warhead}}.&lt;br /&gt;
&lt;br /&gt;
===Create the Warhead===&lt;br /&gt;
Start your new warhead somewhere in your [[rules.ini|rulesmd.ini]]; name it whatever you want (of course not using a name that already exists) and add it to the [{{TTL|Warheads}}] list.&lt;br /&gt;
&lt;br /&gt;
Add this code to it, and alter it to fit your mod:&lt;br /&gt;
 CellSpread=1 ; up to three soldiers can occupy one cell - this way, they all get affected&lt;br /&gt;
 PercentAtMax=1.0 ; damage stays constant&lt;br /&gt;
 Verses=100%,100%,100%,1%,0%,1%,0%,0%,0%,0%,0% ; this is what makes this type of tiberium less indiscriminate&lt;br /&gt;
 ProneDamage=100% ; multipler to apply to damage when infantry use prone sequence in art&lt;br /&gt;
 InfDeath=4 ; flame death like in TD&lt;br /&gt;
Using these settings, your warhead will&lt;br /&gt;
*Deal the amount of damage you set on the particle to soldiers&lt;br /&gt;
*Deal minimal damage to tanks&lt;br /&gt;
*Deal no damage to [[Unit:Harvester|harvesters]], buildings, [[Unit:Terror Drone|Terror Drones]] and spawned missiles&lt;br /&gt;
*Play the flame death animation if a soldier gets killed through Tiberium Damage&lt;br /&gt;
Increase {{tt|ProneDamage}} to hit soldiers lying down harder (since they are closer to the crystals).&amp;lt;br&amp;gt;&lt;br /&gt;
If you find the soldiers burning away to be illogical, you might want to try InfDeaths 7 or 8 instead, 7 being the radiation melt death, and 8 being the Virus &amp;quot;explode to venom gas due to poisoning&amp;quot; death.&lt;br /&gt;
&lt;br /&gt;
===Adjust the Twinkle Animation===&lt;br /&gt;
Still assuming the Twinkle Animation is TWNK1, go to {{tt|[TWNK1]}} in [[art.ini|artmd.ini]] and modify it to look like this:&lt;br /&gt;
 [TWNK1]&lt;br /&gt;
 LoopCount=-1&lt;br /&gt;
 RandomLoopDelay=120,300&lt;br /&gt;
 DetailLevel=2&lt;br /&gt;
 HideIfNoOre=true&lt;br /&gt;
 Rate=450&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;SpawnsParticle=NameOfYourNewParticle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;NumParticles=1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Bold lines are the new ones. Replace &amp;#039;&amp;#039;NameOfYourNewParticle&amp;#039;&amp;#039; with the name you gave the particle you created above. Keep {{tt|NumParticles}} to 1, as there&amp;#039;d be no reason to have two damaging particles when you could just double the {{tt|Damage}} value, and more particles always cause more lag.&lt;br /&gt;
&lt;br /&gt;
With that done, every time TWNK1 is played by the game, it should generate your new, invisible particle, damaging whatever you want it to damage.&lt;br /&gt;
&lt;br /&gt;
===Adjust the Slave===&lt;br /&gt;
On its default settings, the [[Unit:Slave Miner|Slave Miner&amp;#039;s]] [[Unit:Slave|Slave]] uses {{TTL|Armor|none}}, which is also be used by normal soldiers. It is therefore subject to damage on Tiberium fields, if you used the code above.&amp;lt;br&amp;gt;&lt;br /&gt;
This, of course, is less than optimal.&amp;lt;br&amp;gt;&lt;br /&gt;
Fortunately, the seperate [[Armor types|Armors]] are not bound to [[Category|categories]], so you can just go to {{tt|[SLAV]}} and replace {{tt|Armor{{equal}}none}} with {{tt|Armor{{equal}}medium}}, which is the armor only used by Harvesters (at least on the ground).&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, if you want to distinguish the Slave from the Harvesters, armor-wise, you might want to consider using {{tt|Armor{{equal}}special_1}}, the Terror Drone armor, which is generally treated like other unit armors, but unaffected by the warhead code above. However, given that all other resource-gathering units use {{tt|Armor{{equal}}medium}}, it should clearly be preferred.&lt;br /&gt;
&lt;br /&gt;
==Extension==&lt;br /&gt;
Having done all of the above, it should be rather easy to give the particle a warhead with {{TTL|InfDeath|0}} and an animation that spawns a neutral infantry looking like a [[Visceroid]], using an armor you selected to be immune. This part of the tutorial, however, has not been written yet. Feel free to do that.&lt;br /&gt;
&lt;br /&gt;
==Explosive Tiberium==&lt;br /&gt;
Unfortunately, the Exploding Tiberium system has been disabled. As off now, no way has been found to bring it back. There is a {{TTL|Tiberium|yes}} flag for warheads, to enable them to affect resources, however, one would have to make sure such a warhead is rapidly spread across a field in a cascading fashion. You &amp;#039;&amp;#039;might&amp;#039;&amp;#039; be successful by working with (multiple) particles spawned from shell-explosion-anims which, in turn, have a {{tt|Tiberium{{equal}}yes}} warhead, {{tt|WindEffect{{equal}}5}} and a high {{TTL|Velocity}}, with their warhead-explosion-anims spawning further of them, to spread the effect. This, however, is pure theory and has never been done before, and you should take into account that the number of particles could result in significant amounts of lag.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[http://www.ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System]&lt;br /&gt;
*[http://www.deezire.net/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=5847 Thread about Vinifera on maps]&lt;br /&gt;
*[http://yrarg.cncguild.net/ YR Argentina]&lt;br /&gt;
*[[:Category:Particles Flags|Particles Flags]]&lt;br /&gt;
*[[:Category:Warhead Flags|Warhead Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>en&gt;Renegade</name></author>
	</entry>
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