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Combat Lighting
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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 15, 2004 10:01 pm    Post subject:  Combat Lighting Reply with quote  Mark this post and the followings unread

This tutorial will teach you how to change the size and color of the light flashes you see when certain weapons explode.

For the purposes of this tutorial i will be adding a green glow to the Desolator's Rad Beam.

Firstly, find the weapon you want to add the light flash to. In my case it is [RadBeamWeapon]. Add the code

Code:

Bright=yes


to the end of the weapons code, this tells the game to draw the light flash where the weapon hits. You may see this tag on some warheads too, but it is ignored for them and only works when included in the weapon code.

Next, find the warhead of the weapon, I am using [RadBeamWarhead].

I will be adding a green flash to the warhead, but if you want the light flash to be white you can skip this part of the tutorial.

Add the following code to your warhead,

Code:

CLDisableRed=
CLDisableBlue=
CLDisableGreen=


The values that you should use are true or false. This is the complicated bit. The tags above are used to tell the game to remove certain colours from the light flash. In my case i used the following code,

Code:

CLDisableRed=true
CLDisableBlue=true
CLDisableGreen=false


to make the flash green. However, you can make it a multitude of colours using different combinations. For example, disabling red, but leaving blue and green enabled will give you a yellow flash. Unfortunatly you are restricted by the three colours you see above, and as you cannot set values other than on or off you can only have a few select colours.

You can also use the following code on the warhead,

Code:

CombatLightSize=


to determine the radius of the light flash, the value should be a percent value (e.g. 50%, or 200%). Experiment with different values to see what you get.

And that's it, using this tutorial you should be able to add different coloured flashs to your explosions. Good ideas for their use are blue flashes on tesla bolts, yellow flashes on the over-powered yellow tesla bolts, red flashes for fire weapons, green flashes for radiation weapons etc...

Below i have listed all the possible combinations of colour:

Code:

CLDisableBlue=true
CLDisableGreen=true

=Red Glow

Code:

CLDisableRed=true
CLDisableGreen=true

=Blue glow

Code:

CLDisableRed=true
CLDisableBlue=true

=Green glow

Code:

CLDisableGreen=true

=Pink glow

Code:

CLDisableRed=true

=Turquoise glow

Code:

CLDisableBlue=true

=Yellow glow


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI 

Last edited by Tratos on Mon Jul 19, 2004 10:38 am; edited 3 times in total

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri Jul 16, 2004 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Does this work for TS too?

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The DvD
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Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jul 16, 2004 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't think so...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Jul 16, 2004 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

MyTrust wrote:
Does this work for TS too?


No im afraid not.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat Jul 17, 2004 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Update: I have added a list of all the possible combinations and athe colours they create.

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The DvD
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Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Jul 17, 2004 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, another example of how stupid RA2's programmers were..i mean, why start disabling colours (and having only 6 different possible end results) instead of just specifying a R,G,B value??!

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Clazzy
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Joined: 26 Nov 2002
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PostPosted: Sat Jul 17, 2004 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Because maybe they only had needs for specific colours?

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat Jul 17, 2004 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only use of it YR is the red flash on the mirage weapon. Besides you have practically all the colours you need there.

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Sun Jul 18, 2004 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
Lol, another example of how stupid RA2's programmers were..i mean, why start disabling colours (and having only 6 different possible end results) instead of just specifying a R,G,B value??!


You've got to remember that if they didn't use it in game or plan at some point to use it ingame, they didn't code it and for a lot of the stuff they coded, they did it as fast as possible. TS/FS and RA2/YR are modable, but they weren't made with that in mind.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun Jul 18, 2004 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

No but specifying a RGB value seems easier to me. Anyway...

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sun Jul 18, 2004 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but it's lighting, they couldn have used rgb for light posts in TS but they didn't, instead you have red green or blue intensity. It must be due to the way light is produced by the game.

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The DvD
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Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun Jul 18, 2004 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm you have a point there, smarty Wink

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sun Jul 18, 2004 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Razz nuh nuh nee nuh nuh...

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Jul 19, 2004 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

One point: CLDisableGreen= should be true in all but the first example.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Mon Jul 19, 2004 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, fixed.

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Rattuskid
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Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Tue Jul 27, 2004 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hate to revive this, but would disabling them all give one a black 'glow'?

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Tratos
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Joined: 01 Jan 2003

PostPosted: Tue Jul 27, 2004 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

On paper, yes it should. In practice, im not sure having never tested that combination. If you try it and it works, tell me and add the combination to the tutorial.

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