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| == Adding Tiberium (TD Style) ==
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| By Allied General, p.s. you someone tidy this up :p -- Tidied up -- DC
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| This tutorial allows you to simulate the damage effect of tiberium which was present in TD but also overcoming the following problems
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| I. damage only occuring in one cell
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| II. indiscriminate, unbalanced damage every frame
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| III. excessive lag
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| === The beginning ===
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| You need the template for tiberium in the first place, some good tiberium can be downloaded at RA2 Argentina (look at SHP, Other)
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| Note these files need to be placed in a expandmdxx folder
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| === RULES(MD).ini ===
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| a. create a new particle under the [Particles] heading
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| b. Use the following rules for your new [Particle]
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| Image=none ; its invisible
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| MaxDC=15 ; how many frames before damage occur, keep it small so damage occurs quickly
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| MaxEC=60 ; how many frames this last for, keep it small to reduce lag
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| Damage=150 ; how much it hurts, this damage ignores tags such as immunetopoison even if the attached warhead is poison=yes
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| Warhead=YourWarhead ; the scissors, paper, rock of the damage
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| StartFrame=0 ; best not to mess with this
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| EndStateAI=20 ; best not to mess with this
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| WindEffect=1 ; determines how far this particle moves from its starting position (defaults to 0)
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| BehavesLike=Gas ; best not to mess with this
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| StateAIAdvance=4 ;; best not to mess with this
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| d. Use the following rules for your [YourWarhead]
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| * advisable to add your warhead to [Warheads] heading
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| CellSpread=1 ; area effect damage
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| PercentAtMax=1 ; keep damage high
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| Verses=300%,300%,300%,1%,0%,1%,0%,0%,0%,0%,0% ; this is what makes this type of tiberium less indiscriminate, in this case
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| the particle will do fatal damage to infantry and tiny damage to light armour and heavy armour and no damage against
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| medium armour (ore miners), structures and units which utilise special_1 & special_2 armour. Alter this to the balance of your mod.
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| ProneDamage=300% ; multipler to apply to damage when infantry use prone sequence in art.
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| InfDeath=4 ; flame death like in TD, could be modified to any other anim and if PD Patch enable then possiblity of using mutation tags
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| although gendeath (i.e. brute death unadvisable due to remap issues)
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| === ART(MD).ini ===
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| a. use the following rules for [TWNK1]
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| LoopCount=-1 ; this animation plays forever
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| RandomLoopDelay=120,300 ; this gives a delay on the anim playing
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| HideIfNoOre=true ; dont play this anim if no ore present
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| SpawnsParticle=[Insert name of your new particle] ; the particle you made
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| NumParticles=1 ; the number to spawn, keep this low to minimise lag
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| Yuri's Revenge is required as SpawnParticle= and NumParticles= can not be used in RA2, this logic is based upon Virus killing victims and leaving
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| clouds of gas. The effect of this rules is for green tiberium overlays to constantly generate invisible particles which do damage but quickly fade away.
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| Now start up a game of YR and when infantry walk over tiberium patches, they should be a very high probability of them instantly dying.
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| NOTE: the slave miner generates slaves which use none armour, at present these slaves will instantly die when mining.
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| It may be advisable to change the slave armour type to special_1 or classify an armour type as immune to tiberium damage e.g. plate by ammeding
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| the verses characteristics.
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| Also note that references to ore e.g. audio comments and ore purifer should be modified and
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| possibly oregath.shp (the "hoover" anim when a miner harvests, but note this anim must be in a similiar format to the original to display correctly)
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| === "Explosive" Tiberium ===
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| Unfortuantly this has been disabled and even renabling the tags for this will lead to no such action.
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| Update: CellAnim causes reconnection error, you could alter the probablity of twinkles appear to improve the chance of spawning the "burn gas"
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