Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Wed Aug 31, 2011 12:31 pm Post subject:
crate-overlay help
maybe someone can point out what did I do wrong...
I made vehicle that deploys into building that creates crate
but when vehicle deploys, crate is invisible until I go with camera
out of screen and then return back, then crate appears
also when driven over, nothing happens, it just dissapears
- everything is properly added to list (vehicle, building)
- the only thing is I have disabled crates to appear during game play (in skirmish), tho I doubt this is the cause
Code:
RULES INI
; Crate Truck
[CRTRUCK]
...
DeploysInto=DNCRATE
; deployed shit that gives crate
[DNCRATE]
Name=crate dummy
Strength=10
High=yes
Armor=concrete
TechLevel=-1
Adjacent=4
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=Nod
Cost=50
BaseNormal=no
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBase=no
GuardRange=5
Wall=yes ; a must
Try giving DNCRATE one of the deployer keys
TickTank=yes
Artillary=yes
or
IsJuggernaut=yes
etc
So it works correct as a deploying unit in the first place. But i'm not sure if this fixes the invisible crate problem. Overlays are a bit strange when it comes to updating the image (e.g. a too big overlay that goes beyond the cell border isn't removed correct too when destroyed).
The disabled crate for skirmish could indeed cause the crate to have no effect. I have never tested it though.
btw, the key IsBase doesn't exist and is a ini-coding mistake of WW. You can delete every occurrence of this key from rules.ini. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Wed Aug 31, 2011 7:58 pm Post subject:
well I ruled out
Code:
[MultiplayerDefaults]
Crates=no
the only thing that could cause crate to be useless is my own change to crate rules under [Powerups]
which I set ALL to 0% chance except IonStorm
which is weird because I remember 6 years ago when
I did same thing in SunEdit2k that crates worked (granted only Storm was invoked, which is my wish now too)
Code:
[Powerups]
Armor=0,ARMOR,0.5 ; armor of nearby objects increased (armor multiplier)
Cloak=0,CLOAK ; enable cloaking on nearby objects
Darkness=0,SHROUDX ; cloak entire radar map
Explosion=0,<none>,500 ; high explosive baddie (damage per explosion)
Firepower=0,FIREPOWR,2.0 ; firepower of nearby objects increased (firepower multiplier)
HealBase=0,HEALALL ; all buildings to full strength
ICBM=0,MLTIMISL ; nuke missile one time shot
Money=0,MONEY,2000 ; a chunk o' cash (maximum cash)
Napalm=0,<none>,600 ; fire explosion baddie (damage)
Reveal=0,REVEAL ; reveal entire radar map
Speed=0,ARMOR,1.7 ; speed of nearby objects increased (speed multiplier)
Squad=0,<none> ; squad of random infantry
Unit=0,<none> ; vehicle
Invulnerability=0,ARMOR,1.0 ; invulnerability (duration in minutes)
Veteran=0,VETERAN,1 ; veteran upgrade (levels to upgrade)
IonStorm=100,<none> ; initiate ion storm
Gas=0,<none>,100 ; tiberium gas (damage for each gas cloud)
Tiberium=0,<none> ; tiberium patch
Pod=0,<none> ; drop pod special
IonStorm, Pod, Squad and Invulnerability don't work. You can only use their ability to play an animation, to this way create a certain effect like a meteor shower at this position.
This way you could create a local ionstorm, if you have a lightning bolt shp. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Fri Sep 02, 2011 1:23 pm Post subject:
and while I'm at overlays as problem
does anyone know how to "create" veinhole from deployed unit?
I tried with
ToOverlay=VEINHOLE
ToOverlay=VEINTREE
ToOverlay=TIB16 (as I know it appears with rock somewhere near 20)
ToOverlay=TIB18 (as I know it appears with rock somewhere near 20)
but none of it worked while VEINS on the other hand do work
and since there is VEINHOLE.TEM also in MIX-es
why doesn't it appear ? QUICK_EDIT
The veinhole is a tricky one and i doubt there is a way to place it ingame.
Because the VH consists of different parts.
-the VEINTREE, which is a TerrainType object that can't be placed via any key (only OverlayTypes can be placed), and is responsible for the strength and lifetime of the veinhole
-the VEINHOLE, which is an OverlayType, but i'm not sure if it's used at all
-the VEINHOLEDUMMY, which is an OverlayType and which is afaik responsible for the growth of veins in a 1 cell distance around the centre cell, where the mouth is placed. (this is afaik the hex numbers you can see when you place a veinhole in finalsun)
And there is no way to place the necessary parts together in the right alignment so they work together. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Fri Sep 02, 2011 9:24 pm Post subject:
what about if veinhole.tem animation/object/whatever
is copied with different name
can new of these overlay's be added on art/rules list
so "clone" can be added ?
I've also noticed that some Overlays can't be shown at all
an example would be BIGBLUE3
which should be vinifera rock but all you get is empty/invisible object of 1x1 cell with 1 pipe of energy QUICK_EDIT
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