19.01.2009, 05:17:29
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
Then it should go to the SCRAPDEBRIS voxel anim...
So now it should go to the overlays
Added two clones, so there is three like you said
in rulesmd.ini:
in artmd.ini:
and here is the edits to teh tiberium it should use
So my question: How would I "link" the overlay/debris to my special tiberium?
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]
...
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?