[AudioVisual] (......) OreTwinkleChance=1;30 ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim. ;I alter this value to make the damage continous (......)
[Particles] (......) XX=OreGasPart ; "XX" is an ordinal
[Warheads] (......) YY=OreWH ; "YY" is an ordinal
[OreGasPart] 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=15; how much it hurts, this damage ignores tags such as ImmuneToPoison even if the attached warhead is Poison=yes Warhead=OreWH ; 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
[OreWH] CellSpread=1; area effect damage PercentAtMax=1; keep damage high Verses=100%,100%,100%,1%,0%,1%,0%,0%,0%,0%,0% ; maybe you should change the armor of your SLAV to spcial_1 ProneDamage=300% ; multipler to apply to damage when infantry use prone sequence in art. InfDeath=8; virusdie
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;******* in ARTMD.INI ******** [TWNK1] LoopCount=-1; this animation plays forever RandomLoopDelay=120,300; this gives a delay on the anim playing DetailLevel=2;I don't know what's this, best not to mess with this HideIfNoOre=true; dont play this anim if no ore present ;Trailer=TWNK2 ;I tried and failed ;SpawnDelay=1 ;sorry, the Great kenosis SpawnsParticle=OreGasPart NumParticles=1; the number to spawn, keep this low to minimise lag
[General] (......) BarrelExplode=EXPLOLRGX;EXPLOLRG ; exploding crates animation ;I convert it because many warheads use EXPLOLRG as its AnimList, and I need distinguish from it. (......)
[CombatDamage] AmmoCrateDamage=200; damage generated from exploding ammo crate overlay ;Tiberium explosion damamge, but you'd better not to mess with this (......) C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings ;Tiberium explosion warhead, DON'T alter this!!! (......)
[Animations] (......) WWWW=EXPLOLRGX ; "WWWW" is an ordinal ZZZZ=GEMDBR ; as above
[GEMDBR]; maybe you need a shp with only ONE pixel Elasticity=0.0 MinZVel=12.0 MaxXYVel=10.0 ExpireAnim=TWLT026 Damage=20 DamageRadius=100 Warhead=HE IsTiberium=true LoopStart=0 LoopEnd=8 LoopCount=-1 Rate=500 ;DetailLevel=0 RandomRate=220,500 Bouncer=yes TiberiumRadius=1 TiberiumSpawnType=TIB01 ; GEM to ORE :)