Eip:005F4F88 - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Eip:005F4F88 (/showthread.php?tid=1225) |
Eip:005F4F88 - mt. - 18.01.2009 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... RE: Eip:005F4F88 - DCoder - 18.01.2009 ... ... ... ... ... ... 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); RE: Eip:005F4F88 - mt. - 18.01.2009 Unfortunately this is past my comprehension. Could you put this in layman's terms? RE: Eip:005F4F88 - DCoder - 18.01.2009 Add three new overlaytypes to the end of [OverlayTypes]. And show your code. RE: Eip:005F4F88 - mt. - 19.01.2009 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 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] Then it should go to the SCRAPDEBRIS voxel anim... Code: [VoxelAnims] Code: [SCRAPDEBRIS] So now it should go to the overlays Added two clones, so there is three like you said in rulesmd.ini: Code: [OverlayTypes] Code: [SCRAPOVERLAY01] in artmd.ini: Code: [SCRAPOVERLAY01] ;the actual ore image and here is the edits to teh tiberium it should use Code: [Aboreus] So my question: How would I "link" the overlay/debris to my special tiberium? RE: Eip:005F4F88 - DCoder - 19.01.2009 Uh, [Animation]TiberiumSpawnType=SCRAPDEBRIS, not multiple. The game will pick either SCRAPDEBRIS or one of the three overlays following it on the list. RE: Eip:005F4F88 - mt. - 19.01.2009 Alright, just wanna get my facts right before diving into code... 1. Quote:TiberiumSpawnType=SCRAPDEBRISI 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 RE: Eip:005F4F88 - DCoder - 20.01.2009 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. RE: Eip:005F4F88 - mt. - 22.01.2009 Yes, I've finally done it, and it works exactly as I wanted! 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 (Image=SCRAPOVERLAY on some the used tiberium types's overlays) RE: Eip:005F4F88 - DCoder - 22.01.2009 Congrats |