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{{Cleanup}}
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}} and their subsequent add-ons.


{{NeedTesting}}
==Background==
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name 'Tiberium'. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.<br>
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals.<br><br>


==Tiberium Types==
There are four different types of Tiberium:<br><br>


== Adding Tiberium (TD Style) ==
<b>{{co|Tiberium Riparius|green}} </b>: This is the basic green Tiberium, spawned from Blossom Trees. It has a moderate value.<br><br>


By '''Allied General''', p.s. you someone tidy this up :p -- Tidied up -- DC
<b>{{co|Tiberium Vinifera|blue}}</b>: This is a more valuable form of Tiberium, its crystals are blue rather than green and it is spawned from large blue Vinifera crystals. It is highly explosive; one stray weapon shot can blow up one chunk of Vinifera, then take out the whole field with it.<br><br>


This tutorial allows you to simulate the damage effect of tiberium which was present in TD but also overcoming the following problems
<b>{{co|Tiberium Cruentus|navy}}</b>: This is an unharvestable form of Tiberium. It exists solely as a large dark blue crystal, it can be destroyed, but not harvested and is highly explosive.<br><br>


I. damage only occuring in one cell
<b>{{co|Tiberium Aboreus|red}}</b>: This form of Tiberium is listed in TS's INI files, but is actually unused in the game. Many modders have given Aboreus the appearance of 'red' Tiberium and made it more valuable than the blue Vinifera, and also more explosive.<br><br><br>


II. indiscriminate, unbalanced damage every frame


III. excessive lag
If you are looking for the tag named Tiberium in the Powerups section of rules(md).ini, then please see [[Powerups|[Powerups]]].
 
==See also==
=== The beginning ===
*[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]
 
*[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&id=13#tiberium Planet CnC/C&amp;C Encyclopedia: Tiberium]
You need the template for tiberium in the first place, some good tiberium can be downloaded at RA2 Argentina (look at SHP, Other)
[[Category:Information]]
Note these files need to be placed in a expandmdxx folder
 
 
=== RULES(MD).ini ===
a. create a new particle under the [Particles] heading
b. Use the following rules for your new [Particle]
 
Image=none ; its invisible
MaxDC=15 ; how many frames before damage occur, keep it small so damage occurs quickly
MaxEC=60 ; how many frames this last for, keep it small to reduce lag
Damage=150 ; how much it hurts, this damage ignores tags such as immunetopoison even if the attached warhead is poison=yes
Warhead=YourWarhead ; the scissors, paper, rock of the damage
StartFrame=0 ; best not to mess with this
EndStateAI=20 ; best not to mess with this
WindEffect=1 ; determines how far this particle moves from its starting position (defaults to 0)
BehavesLike=Gas ; best not to mess with this
StateAIAdvance=4 ;; best not to mess with this
d. Use the following rules for your [YourWarhead]
* advisable to add your warhead to [Warheads] heading
 
CellSpread=1 ; area effect damage
PercentAtMax=1 ; keep damage high
Verses=300%,300%,300%,1%,0%,1%,0%,0%,0%,0%,0% ; this is what makes this type of tiberium less indiscriminate<sup>1</sup>
ProneDamage=300% ; multipler to apply to damage when infantry use prone sequence in art.
InfDeath=4 ; flame death like in TD <sup>2</sup>
<sup>1</sup>in this case
the particle will do fatal damage to infantry and tiny damage to light armour and heavy armour and no damage against
medium armour (ore miners), structures and units which utilise special_1 & special_2 armour. Alter this to the balance of your mod.
 
<sup>2</sup>could be modified to any other anim and if PD Patch enable then possiblity of using mutation tags although gendeath (i.e. brute death unadvisable due to remap issues)
 
=== ART(MD).ini ===
a. use the following rules for [TWNK1]
 
LoopCount=-1 ; this animation plays forever
RandomLoopDelay=120,300 ; this gives a delay on the anim playing
HideIfNoOre=true ; dont play this anim if no ore present
SpawnsParticle=[Insert name of your new particle] ; the particle you made
NumParticles=1 ; the number to spawn, keep this low to minimise lag
 
Yuri's Revenge is required as SpawnParticle= and NumParticles= can not be used in RA2, this logic is based upon Virus killing victims and leaving clouds of gas. The effect of this rules is for green tiberium overlays to constantly generate invisible particles which do damage but quickly fade away.
 
Now start up a game of YR and when infantry walk over tiberium patches, they should be a very high probability of them instantly dying.
 
NOTE: the slave miner generates slaves which use none armour, at present these slaves will instantly die when mining.
It may be advisable to change the slave armour type to special_1 or classify an armour type as immune to tiberium damage e.g. plate by ammeding the verses characteristics.
 
Also note that references to ore e.g. audio comments and ore purifer should be modified and possibly oregath.shp (the "hoover" anim when a miner harvests, but note this anim must be in a similiar format to the original to display correctly)
 
=== "Explosive" Tiberium ===
 
Unfortuantly this has been disabled and even renabling the tags for this will lead to no such action.
 
Update: CellAnim causes reconnection error, you could alter the probablity of twinkles appear to improve the chance of spawning the "burn gas"

Latest revision as of 02:37, 10 April 2008

Tiberium is the resource used for energy and money replacement in Tiberian Dawn and Tiberian Sun and their subsequent add-ons.

Background

Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name 'Tiberium'. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals.

Tiberium Types

There are four different types of Tiberium:

Tiberium Riparius : This is the basic green Tiberium, spawned from Blossom Trees. It has a moderate value.

Tiberium Vinifera: This is a more valuable form of Tiberium, its crystals are blue rather than green and it is spawned from large blue Vinifera crystals. It is highly explosive; one stray weapon shot can blow up one chunk of Vinifera, then take out the whole field with it.

Tiberium Cruentus: This is an unharvestable form of Tiberium. It exists solely as a large dark blue crystal, it can be destroyed, but not harvested and is highly explosive.

Tiberium Aboreus: This form of Tiberium is listed in TS's INI files, but is actually unused in the game. Many modders have given Aboreus the appearance of 'red' Tiberium and made it more valuable than the blue Vinifera, and also more explosive.



If you are looking for the tag named Tiberium in the Powerups section of rules(md).ini, then please see [Powerups].

See also