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More Efficient Automatic Ore Extraction [YR Only]


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#1 Apollo

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Posted 17 August 2006 - 09:30 AM

Hey, here is my & gamemate's version of Ore spawner method which works better ore amount wise than AGs and won't cause lag which artmd.ini linked anim style tends to do. all of this is mostly rules coding.

first of all..your building entry should have entrys like

WorkingSound=OreMineExtract 
Primary=OreField
AttackFriendlies=yes
GuardRange=255
DefaultToGuardArea=yes
OpportunityFire=yes

they are mostly ensuring the auto firing logic works purposes wise there.

and the weapon entry

[OreField]
Damage=1;so game allows fire it unlike 0
ROF=600 
Range=500;or 255.whatever seems work
Speed=2;doesnt matter really
AreaFire=yes
FireOnce=no
Projectile=Invisible;should work fine with just this
Warhead=OreWarhead
Report=OreMineExtract
DecloakToFire=no;note..i only used this as i got bases with cloak generator..so keeps working cloaked too than stay uncloaked.

notice..the ROF here is one good way to control ore spawning rate

next the warhead..remember add it to the [Warheads] list, XX=OreWarhead

[OreWarhead]
Verses=50%,50%,50%,50%,50%,50%,50%,50%,50%,50%,50%
InfDeath=0
CellSpread=1;doesnt matter much..
MinDebris=12;how much ore spawner pieces to spawn every time weapon is fired
MaxDebris=12;same, just making sure
DebrisTypes=PEBBLE;old entry used in only old meteor codes but feel free do a new entry too.
DebrisMaximums=12;same deal again

and that voxel piece code..
[PEBBLE]
Name=TiberiumShard
Image=TIRE;for example..i edited it to 1 dot vxl in RS as original vxl is ugly as hell..
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=30.0
MaxZVel=32.0
MaxXYVel=18.0
Duration=5 
ExpireAnim=TWNK1;totally optional..you can leave blank too..just in for coolness.
Damage=0
DamageRadius=0
Warhead=AP
IsTiberium=true
IsMeteor=true

and then we go edit the ore (tiberium heh) itself..find following in rules and change the values to what i propose.

[Riparius]; do not just copy paste this in replacing original entry entirely! just the tags listed!
Name=Tiberium Riparius
Growth=100
GrowthPercentage=.95;yes our ore grows!! :P
Spread=2200
SpreadPercentage=.06;.06 is normal but you can raise this if you want ore to start spreading around

and do same for [Vinifera] :shiftee:

but that should be it..problems? lemme know and ill update the tutorial if necessary.

Change GrowthRate= to a much lower number e.g. 1.5 for faster ore growth

TiberiumGrowthEnabled=yes must be enabled for Ore Generators to work, note that some stock westwood maps have this disabled

Removed less efficient tutorial

Edited by Allied General, 24 June 2010 - 02:29 PM.
Removal of AG ore extraction TiberiumRadius= TiberiumSpawnType=

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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
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#2 Gaffel

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Posted 18 August 2006 - 02:52 PM

nice tut :p
i tried it, and it did NOT worked
then i thinkd a little bit and i found the problem
you should not edit [Riparius], edit [Vinifera] instead and i got it to work like robot storms one
and maybie add OmniFire=yes to the weapon?

#3 OmegaBolt

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Posted 18 August 2006 - 04:35 PM

That would do nothing on a weapon like this.

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#4 Gaffel

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Posted 18 August 2006 - 05:04 PM

That would do nothing on a weapon like this.


yes it does, you se, Apollo edited his post after my messege ;P

#5 Apollo

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Posted 18 August 2006 - 09:18 PM

I think bolt referred to OmniFire=yes.

as for vinifera..i have it done same in my mod so might as well add it to the tut with your info.
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#6 Allied General

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Posted 26 October 2007 - 10:56 AM

Also to prevent major annoyance (like in case of MadHQ :) ) make sure you change GrowthRate= to a lower number e.g 1.5 or you will wait 5 mins for ore to grow :p
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#7 Hogo

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Posted 26 October 2007 - 11:16 AM

I noticed that about a year back and just removed it but thanks Ag Hogo will use this information and thanks apollo for making this although its old still helpful :)

#8 Allied General

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Posted 19 June 2010 - 10:43 AM

Added information about how maps must have TiberiumGrowthEnabled=yes to for Ore Extractors to work.
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#9 SSTG

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Posted 19 June 2010 - 01:32 PM

I'm not 100% sure here but I've tried the same thing about having a gem extractor but even if I put a gem entry in it still produces ore for some reason though I may have missed something while trying to get it to work so I dunno for sure if I've missed something
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#10 Allied General

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Posted 24 June 2010 - 02:33 PM

Its hardcoded to spawning ore only

IsMeteor is the important tag for generating ore

TiberiumRadius=
TiberiumSpawnType=

only works for shp debris resources which will not grow

so gems is not possible
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