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Report article RSS Feed [ZH/How to] Tiberium and Stealth generator.

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Posted by MrTaxikiller on Mar 11th, 2011
Advanced Other.

NOTE: Some advanced coding skills required!

Here are 2 tutorials, initially by DetoNato in icq^^

Stealth generator:
First of all:
Add this into your unit´s or structures code which should be affected by the stealth effect:

CODE
StealthUpdate ModuleTag_98
    [...]
        RequiredStatus = STATUS_RIDER8
End

And this into the stealth generator´s code:

CODE
StealthUpdate ModuleTag_98
        RequiredStatus = STATUS_RIDER8
End

FireWeaponUpdate ModuleTag_99
    Weapon = StealtGenerator
      ExclusiveWeaponDelay = 0
      InitialDelay = 0
End


Now, copy and paste the avenger targetdesingnator weapon in the weapon.INI.

Change "FAERIE_FIRE" to "STATUS_RIDER8". The PrimaryDamageRadius decides the are of effect (350 = range of a nuke cannon)

--------------
Tiberium:
Create 7 different objects, (2 dummy's, 1 tiberiumtree and 4 different crystals)

Tiberium tree:

Create a new structure first, call it..TiberiumTree.

Now: give it 2 fireweaponupdates:

CODE
FireWeaponUpdate ModuleTag_90
    Weapon = CristalSpawner
      InitialDelay = 20000
End 
FireWeaponUpdate ModuleTag_91
    Weapon = CristalKiller
      InitialDelay = 0
End

----

Tiberium Cristal:
Create a structure with 2 fireweaponupdates, Call it "Cristal1":

CODE
FireWeaponUpdate ModuleTag_90
    Weapon = CristalSpawner
      InitialDelay = 20000

FireWeaponUpdate ModuleTag_91
    Weapon = CristalKiller
      InitialDelay = 0

;and add this too:

SpawnBehavior ModuleTag_92
    SpawnNumber = 1
    OneShot = Yes
    SpawnTemplateName = OCL_Cristal2
    SpawnedRequireSpawner = No
    InitialBurst = 20000
End

FireWeaponUpdate ModuleTag_90
     Weapon = CristalGrowArea
       InitialDelay = 0



Now create 3 more cristals:

Call them from cristal2 up to cristal 4:

CODE
SpawnBehavior ModuleTag_92
    SpawnNumber = 1
    OneShot = Yes
    SpawnTemplateName = OCL_Cristal3;everytimes one above the actual cristal (if it is Cristal2, put cristal 3 etz.)
    SpawnedRequireSpawner = No
    InitialBurst = 20000
End

Now the dummys:

Dummy1:

call it "CristalDummy"

CODE
SpawnBehavior ModuleTag_90
    SpawnNumber = 1
    OneShot = Yes
    SpawnTemplateName = OCL_Cristal1
    SpawnedRequireSpawner = No
    InitialBurst = 2000
End

CreateObjectDie ModuleTag_91
    ExemptStatus = STATUS_RIDER4 

End

CreateObjectDie ModuleTag_92
    RequiredStatus = STATUS_RIDER4;Increase with each cristal
        CreationList = OCL_Cristal1 
End

LifetimeUpdate
    MinLifetime = 100
    MaxLifetime = 100
End

Now create another dummy:

Call it CristalGrowingArea, this one will limit the growing of the field and it allows you to make somethink like a road where the tiberium grows.

CODE
FireWeaponUpdate ModuleTag_90
    Weapon = CristalGrowArea
      InitialDelay = 0

Now lets go to teh weapons:

CODE
CristalKiller;it´s a staus weapon
[...]
PrimaryDamageRadius: 2
[...]
STATUS_RIDER1;as status set by the status weapon
[...]
End

Next one:

CODE
CristalSpawner
[...]
OCL_CristalDummy
[...]
End

Next:

CODE
CristalGrowArea
[...]
STATUS_RIDER4
[...]
End

Now teh OCL´s

CODE
OCL_Cristal1;Increased with each cristal grow-staus
[...]
Cristal1
Y = 3
[...]
Cristal1
Y = -3 
[...]
Cristal1
X = 3
[...]
Cristal1
X = -3
End

Teh Cristal Dummy:

CODE
OCL_CristalDummy;Increased with each cristal grow-staus
[...]
CristalDummy
Y = 3
[...]
CristalDummy
Y = -3 
[...]
CristalDummy
X = 3
[...]
CristalDummy
X = -3
End

I think that´s it^^

Special thansk to:

DetoNato -> Show me how it works
Chris (Yayo01) -> Giving me the module list^^

Post comment Comments
sgtmyers88
sgtmyers88 Mar 15 2011, 10:17pm says:

Its *Crystal* ;)

EDIT: Sorry, I hate game code with obvious typos. lol

+2 votes     reply to comment
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