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Madin

Ore truck visible ore issues

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More complications.

In this case the issues come from having an open carry Ore truck (also the visible drop off at the Refinery), combined with very different looking ore:

 

AlliedRefinery_Far_02.jpg

 

WarMiner_Close_04.jpg

 

Now obviously Ore can have a weapon in C&C3, which means that there is a way to notify an Ore truck what kind of Ore it is on\harvesting.

However I was thinking of how I would go about dealing with mixed ore harvest (both gold Ore and Gems). I was thinking of having 3 model states, one for gold ore, one for gems, one for mixed. The visible change would only be able to happen while actually harvesting (ie model condition 'HARVEST_ACTION'), and would have a single step buffer (ie if gold was the last visible ore in the truck, and it is harvesting gems, switch to visible mixed. Once mixed is visible, if the next harvesting action is again gems, switch to visible gems. If the next harvesting action is over gold ore, switch to visible gold, etc).

 

The visible pile that is dropped off at the refinery will just have to be whatever the last visible truck ore is (which does not make much sense, but will have to do).

 

Any good ideas?

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So far what you said sound good to me

Too bad the engine limit us at dropping though but I don't know any other way around it

 

P.s awesome work

 

Seriously do RA2 mod :D

Edited by Egozi44

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Those ore trucks look pretty sweet, especially the Soviet one!

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Now that is great work compared to the ones seen in The Red Alert mod in RA3.

 

Say Madin, is it possible to add Ore and Gemstones in addition to green and blue Tiberium already existent ingame?

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, is it possible to add Ore and Gemstones in addition to green and blue Tiberium already existent ingame?

you can add as many sorts of tiberium as you like, you just need to create the assets for it. If you want red tiberium, you basicly duplicate green, change the texture, give the tib object a new id, create a red tib spawn node and add it to a map.

 

 

<GameObject
        id="TiberiumField" <- change to tibfieldred or such
        Side="Neutral"
        EditorSorting="MISC_NATURAL"
        KindOf="STRUCTURE IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CAN_CAST_REFLECTIONS TIBERIUM_FIELD CAN_SEE_THROUGH_STRUCTURE"
        EditorName="TiberiumField">
        <DisplayName>Tiberium_Field</DisplayName>

etc etc etc
 

 

<Behaviors>
            <TiberiumField
                id="tib_field"
                Radius="200"
                FieldResolution="40"
                MaxFieldMoney="25000"
                StartingFieldMoney="24000"
                ThingToSpawn="TiberiumCrystal" <- change to tibredcrystal or such
                SpawnOffset="15.0"
                ClusterScaleFactor="1.0"
                ClusterPowerFactor="1.0"
                CrystalGrowthRate="20" >

etcetc
 

then alter Tiberium.xml to match your new red crystals, change the art and crystal values etc.

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Been thinking about that aswell Madin, but my thought proccess was more along the lines of tiberium for my mod. Transparent large viewport on a harvester that showed what it was carrying(showing it was carrying blue tib and that it would/could blowup violently)

 

My thought proccess was more along the lines giving the crystals a fireonobject nugget or just a atrib aura that enables a modelconditionstate on the harvester. Give the refinery the same but the atrib mod removes the modelcondtionstate.

Abit wilder idea i had was the thought of the harvester firing on the tib nugget, the proj spawns a drone that attaches to the harvester, the ATTACHED modelcondition would enable a mod condition that gives the drone a green/blue crystal look.

Fire on blue crystal = spawn blue drone(well maybe not drone ore like the sensor pod thing of the orca tbh)

Fire on green crystal = spawn green drone(well maybe not drone ore like the sensor pod thing of the orca tbh)

design the models for the crystal 'drone's in a way that the meshes clip eachother in sertain spots so it looks like its a mix of blue and green tib, if only one 'drone' is attached it looks like green or blue alone.

Give the attach update of the drones a forbidden status like docking or so (to make it detach) or have the refinery fire a weapon at harvesters that both damages and heals by 1 point or so to trigger DetachWhenParentHealed="true"

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thining some more about this:

 

Give the ore/tib a aura atrib mod that triggers a atrib that only pushes a model condition:

 

in the crystal/ore:

 

<AttributeModifierAuraUpdate
                id="ModuleTag_AttributeModifierAuraUpdate01"
                AttributeModifierName="Green_Crystal_Atrib"          /** call it ore or something for RA style mods **/
                RefreshDelay="5.0s"
                Range="5"                           /** depending on how close the harvester needs be to harvester **/
                InitiallyActive="true">
        <ObjectFilter
                    Rule="NONE"
                    Include="HARVESTER"></ObjectFilter>
      </AttributeModifierAuraUpdate>
 

the atrib mod:

<AttributeModifier
        id="Green_Crystal_Atrib"
        Category="NONE"
        Duration="0s"     /** zero should be infinite thill removed **/
        ModelConditionsSet="USER_10"
       
        >
    </AttributeModifier>
 

make another like this for blue/diamonds.

 

then i would use a model conditionevent to trigger upgrades:

<+blue(user_10) + harvest_action>

lua grantupgrade blue/diamonds -> shows blue/diamonds mesh

 

same for green/ore(user_9).

 

then use

lua ObjectTestModelCondition DOCKING

removeupgrade or grantupgrade(toremove the other upgrades and show empty container)

 

this might be easier/faster to do then the drone/attach thing

 

 

edit:

 

or if you are better at lua then me you could do this all thing through the broadcastevent thing.

+Harvest_action > does 2 broadcast to ore and diamonds

depending who recieves it, broadcast back to harvester telling it to grant a upgrade into a modelconditionupgrade

for the refinery:

+docking 3 broadcasts (+docking +ore -diamonds; +docking + diamonds -ore; +docking +ore + diamonds) to refinery to show either ore, diamonds or both. you could prob do this in lua with a wellcrafted

If ObjectTestModelCondition (ore) AND ObjectTestModelCondition(diamonds) then broadcast event 1 Else If ObjectTestModelCondition(ore) ==1 and ObjectTestModelCondition(diamonds)=/= 1 then broadcast event 2 etc etc

Refinery broadcasts back to harvester telling it to clear his modelcondtion

 

Megumi probably sensed a disturbance in the force and autowrote subcontiously the solution on a napkin while i was typing this. I probably need a few days/week to do this in lua ;)

Edited by Ravendark

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edit:nvm this post

Edited by Ravendark

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Currently my internet is down and I'm at a friend now, looking over Raven's answer I would suggest the same, though I'm not sure you even need LUA for it, though it's certainly the easiest way.

Approved and recommended.

 

(The drone thing is bs ;D and instead of an upgrade just give it model conditions like USER_X directly)

Edited by Lauren

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(The drone thing is bs ;D and instead of an upgrade just give it model conditions like USER_X directly)

how would you set a modelcondition directly through lua? what string to use?

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