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Eip:005F4F88
#1
Okay, I've done quite a bit before this.
I tried setting up a new ore/tiberium, using the unused [Aboreus], and setting up new debris and overlay, with my ultimate goal being a scrap type substance to come from destroyed objects.

However, after checking all parts, I still don't know where specifically the error could be, with overlay, debris, and the new tiberium. The IE occurs about a tiny fraction of time after the tank I'm testing gets destroyed, about the time when the debris should land.

If anyone could narrow down the cause, it would be very helpful.
If necessary, I'll post the codes (but there is quite a lot of codes involved, in both rules and art).

Oh and yes, I checked the ModEnc IE page of course.
btw, I believe the NPatch has nothing to do this this, as this should be possible even in the unpatched game...


Attached Files
.txt   except.txt (Size: 24.68 KB / Downloads: 384)
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#2
... ... ... ... ... ... Damnit, Westwood. Damnit.

It boils down to the tib spawning anim having TiberiumSpawnType=OVERLAYTYPE where [OverlayTypes] doesn't have 3 other entries after OVERLAYTYPE . Behold the genius that is Westwood:

Code:
int offset = Random_Ranged(0, 3);
OverlayClass *Over = CreateOverlayOfType(OverlayTypes[offset + Anim->AnimationType->TiberiumSpawnType->ArrayIndex]);


Attached Files
.txt   except.ida.txt (Size: 22.24 KB / Downloads: 388)

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#3
Unfortunately this is past my comprehension.
Could you put this in layman's terms?
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#4
Add three new overlaytypes to the end of [OverlayTypes]. And show your code.

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#5
Alright, quite a lot has changed.
I checked my code this morning and saw it was confusing, mixed up which lists they should use, and other many mistakes.

Thats what I get for trying to code that late at night...

(sorry for wasting your time with IE, when that old codes probably where had more IE layers than an onion, fixing one would give the next)

So just today, redid the whole system (all codes). Main thing was bringing it from a debrisanim to a voxelanim.
And after a long time of testing and many IEs, now its without IEs.

Except the ore spawned is not right Unhappy

The debris flies up, comes down, and everything, but I can't seem to link it with my tiberium type....

Sorry if this would be obvious: I never experimented with the tiberiums before...

CODE:

The starter of this, by the end of my tank
Code:
[KMTNK]
...
MaxDebris=20
MinDebris=20
DebrisTypes=SCRAPDEBRIS
DebrisMaximums=20

Then it should go to the SCRAPDEBRIS voxel anim...

Code:
[VoxelAnims]
...
12=SCRAPDEBRIS

Code:
[SCRAPDEBRIS]
Name=Flying Tire
Elasticity=0.5
MinAngularVelocity=10.0
MaxAngularVelocity=22.0
MinZVel=20.0
MaxZVel=80.0
MaxXYVel=5.0 ;10.0
Duration=1500
;;;AttachedSystem=LGSparkSys ;MT This causes Eip:00000020 IE for some reason :-(
ExpireAnim=TWLT026
IsTiberium=true
TiberiumRadius=1
TiberiumSpawnType=SCRAPOVERLAY01,SCRAPOVERLAY02,SCRAPOVERLAY03

So now it should go to the overlays
Added two clones, so there is three like you said

in rulesmd.ini:
Code:
[OverlayTypes]
...
254=SCRAPOVERLAY01
255=SCRAPOVERLAY02
256=SCRAPOVERLAY03

Code:
[SCRAPOVERLAY01]
Name=Scrap
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[SCRAPOVERLAY02] ;clone
Name=Scrap
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[SCRAPOVERLAY03] ;clone
Name=Scrap
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

in artmd.ini:
Code:
[SCRAPOVERLAY01] ;the actual ore image
Theater=yes

[SCRAPOVERLAY02] ;clone
Theater=yes

[SCRAPOVERLAY03] ;clone
Theater=yes

and here is the edits to teh tiberium it should use

Code:
[Aboreus]
Name=Tiberium Aboreus
Image=4 ;MT wtf
Value=1000 ;50 ;25 ;TEMP, a proof for telling the difference ingame, just compare harvest loads
Growth=500 ;2200 ;MT testing for growth
GrowthPercentage=.06
Spread=2200
SpreadPercentage=0 ;.06 no spreading
Power=0
Color=NeonBlue
Debris=SCRAPDEBRIS

So my question: How would I "link" the overlay/debris to my special tiberium?
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#6
Uh, [Animation]TiberiumSpawnType=SCRAPDEBRIS, not multiple. The game will pick either SCRAPDEBRIS or one of the three overlays following it on the list.

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#7
Alright, just wanna get my facts right before diving into code...

1.
Quote:TiberiumSpawnType=SCRAPDEBRIS
I assume you mean "SCRAPOVERLAY01" instead of SCRAPDEBRIS?
(Can't be itself; it only accepts overlays, and even if accepted, that would cause infinite loop)

2. And I now see a mistake: you meant to add 3, for a total of 4, so I must add another clone...

3. So, even if it gets all to the overlay, how would the overlay be associated with [Aboreus]? An explanation of how the game knows the two are linked would be very helpful...

Oh yes, and thank you for the help so far Smile
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#8
1 - yes, my mistake.
3 - You're gonna love this. Check the [OverlayTypes] list, those slots occupied by tiberium overlays right now are the only ones that do work this way.

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#9
Yes, I've finally done it, and it works exactly as I wanted! Big Grin

Thanks D!

Quote:3 - You're gonna love this. Check the [OverlayTypes] list, those slots occupied by tiberium overlays right now are the only ones that do work this way.
Caused frustration, but its nothing a couple of c/p can't fix Big Grin
(Image=SCRAPOVERLAY on some the used tiberium types's overlays)
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#10
Congrats Smile

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