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Red glow around the certain buildings (In NOD campaign)

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Hi guys,

 

I have question about this...in some NOD missions, if I remember correctly in first and in Salvage Operation when you construct for example Power plant then a red light appear around the building...it looks pretty cool, so know somebody some way to activate this effect in whole campaign ? I have taken this shot, so check i out...thanks for your answers. :kw:smile.pngwink.png

 

2zdqgw4.jpg

Edited by Sonic

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If you look at the ini settings in the map file some buildings should have [extra] entries

copying these entries from the map to the rules file would allow you o have this effect globaly

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If you look at the ini settings in the map file some buildings should have [extra] entries

copying these entries from the map to the rules file would allow you o have this effect globaly

 

 

In which map file please ? If you mean map.ini or something, I do not have such file in the game directory... :look::huh:

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Eh? That's just an invisible light post. It's the same as the green glow around tiberium fields. They're actual buildings put on the map. They're simply invisible, indestructible and don't take up space. All they do is emit light.

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You can turn any building into a light post though, including base buildings.

 

Just add these tags onto all the buildings:

 

LightVisibility=

LightIntensity=

LightRedTint=

LightGreenTint=

LightBlueTint=

 

Only LightRedTint would be needed for a red Nod-ish glow. You could use LightRedTint & LightGreenTint to give GDI buildings a yellow glow.

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You can turn any building into a light post though, including base buildings.

 

Just add these tags onto all the buildings:

 

LightVisibility=

LightIntensity=

LightRedTint=

LightGreenTint=

LightBlueTint=

 

Only LightRedTint would be needed for a red Nod-ish glow. You could use LightRedTint & LightGreenTint to give GDI buildings a yellow glow.

 

To a rules.ini file ? :huh:

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Yes.

 

It would probably be better to just add it to the Conyards though. A lot faster to code and a lot less lights in game.

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Something like this ?

 

; construction yard

[GACNST]

Name=Construction Yard

LightRedTint=1

ConstructionYard=yes

Strength=1000

Armor=heavy

TechLevel=-1

Adjacent=2

Factory=BuildingType

UndeploysInto=MCV

Sight=6

Owner=GDI,Nod

Cost=2500

Points=80

Power=0

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=10

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1470, 1060, 1078

AIBuildThis=yes

TogglePower=no

 

If yes, then it do not working....nothing seems to change about that lights in the game... :worried:

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More like this:

 

; construction yard

[GACNST]

Name=Construction Yard

LightVisibility=4000

LightIntensity=0.01

LightRedTint=1.5

LightGreenTint=0.01

LightBlueTint=0.01

ConstructionYard=yes

Strength=1000

Armor=heavy

TechLevel=-1

Adjacent=2

Factory=BuildingType

UndeploysInto=MCV

Sight=6

Owner=GDI,Nod

Cost=2500

Points=80

Power=0

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=10

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1470, 1060, 1078

AIBuildThis=yes

TogglePower=no

 

That is the values used on the Red Light Post, however, you can modify them to suit your taste. LightVisibility is how big the light radius is in leptons, LightIntensity is how... well, intense it is...

LightRedTint, LightGreenTint and LightBlueTint are self explanatory, I think.

 

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It work superbly, thank you very much for your help and advise, I appreciate it very greatly. :clap::thumbsup:

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Do keep in mind the glow remains even if the building is cloaked, so be careful not to completely remove the use of stealth generators.

 

btw, can't you just put this in a mission file, too?

 

[GACNST]

LightVisibility=4000

LightIntensity=0.01

LightRedTint=1.5

LightGreenTint=0.01

LightBlueTint=0.01

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