Posted by: evinx - Sunday, January 5, 2014 2:35:29 PM
hello there is it possible to make a nuke gas on the ground in a small area (so if you send a nuke on someone and it explode the orange/yellow cloud that stays for sometime) that i want to add in the middle of my map is that possible i hope someone can help me i will post my maps on www.evinx.nl if they are ready thanks --------------------------map finished------------------- [url=http://www.evinx.nl/display-f2ytxz40.html]between four warzones [evinxnl].rar[/url]

Posted by: i^love^mixery - Sunday, January 5, 2014 6:17:47 PM
Try spawning this object every few seconds: Civilian -> System -> RadiationFieldLarge No idea if it works.

Posted by: evinx - Monday, January 6, 2014 10:40:14 AM
[quote=I^Love^Mixery;129899]Try spawning this object every few seconds: Civilian -> System -> RadiationFieldLarge No idea if it works.[/quote] oke thanks ill try that :)

Posted by: evinx - Monday, January 6, 2014 11:06:08 AM
[quote=I^Love^Mixery;129899]Try spawning this object every few seconds: Civilian -> System -> RadiationFieldLarge No idea if it works.[/quote] i found it how to make it work add waypoint at the place where you want the radiation field give waypoint name radiationfield go to scripts and name the script nuke1 and choose in if action true [units]-> [spawn]-> spawn-- unnamed unit on a team at a waypoint fill it in as followed spawn unit of type'[color=red]RadiationFieldLarge[/color]'on Team'[color=red]teamPlyCivilian[/color]' at waypoint Waypoint'[color=red]radiationfield[/color]' and click OK then choose [scripting]-> [script]-> Enable Script fill it in as followd Enable Script 'nuke1 C'. if you did it right you will see this script [quote] *** IF *** True. *** THEN *** Spawn unit of type 'RadiationFieldLarge' on Team 'teamPlyrCivilian' at waypoint Waypoint 'radiationfield' Enable Script 'nuke1 C'. [/quote] if thats correct you copy your script nuke1 (the copy will be automatically named "nuke1 C" edit this script as followed open the tab if true action select enable script "nuke1 C" and change it to "nuke1" so if you have done it right you have 2 scripts Named "nuke1" and "nuke1 C" start game and check if its works :) now it will spawn every frame a radiationfieldlarge (VERY LARGE :P)

Posted by: i^love^mixery - Monday, January 6, 2014 12:43:44 PM
Spawning it every frame is no good idea. It will cause a lot of lag. You should spawn it shortly before the old one runs out.

Posted by: Annihilationzh - Monday, January 6, 2014 12:50:46 PM
That's 30 seconds FYI.

Posted by: evinx - Monday, January 6, 2014 4:08:43 PM
[quote=Annihilationzh;129913]That's 30 seconds FYI.[/quote] oke its lags yes but how to add a times of 30sec can you help me i try but timers not working (how i made them) greets if maps is ready i will post :)

Posted by: i^love^mixery - Monday, January 6, 2014 5:33:25 PM
You need only 1 script in order to do this. Just create a new script. Leave everything at default. Just deselect "Deactivate upon success" and set the script to evaluate once per second. Now spawn NAMED radiation fields at desired waypoint as script actions. Copy this line as often as you want for any radiation field that is supposed to be there. As long as the radiation fields are NAMED they will never be spawned twice. Only once the last radiation field runs out the new field will be spawned.

Posted by: evinx - Tuesday, January 7, 2014 12:26:57 PM
so it would like this ? script 1 [url=http://prntscr.com/2hbn1z]screen 1[/url] [url=http://prntscr.com/2hbnm6]screen 2[/url] [url=http://prntscr.com/2hbnrt]screen 3[/url] [url=http://prntscr.com/2hbnyh]screen 4[/url] [url=http://prntscr.com/2hbobp]waypoint screen[/url] thanks you that plays much better :)

Posted by: i^love^mixery - Tuesday, January 7, 2014 12:30:08 PM
Almost. Spawn each radiation field with a unique name (like field01, fied02, field03....) For that you have to use the script "Spawn -- named unit on a team at a waypoint". Everything else is correct.

Posted by: evinx - Tuesday, January 7, 2014 1:39:44 PM
[quote=i^love^mixery;129927]Almost. Spawn each radiation field with a unique name (like field01, fied02, field03....) For that you have to use the script "Spawn -- named unit on a team at a waypoint". Everything else is correct.[/quote] uhhhhmmm my fields have unique names radiationfieldlarge large1 large2 large3 large4 large 5 :) you can see it on screen because builder screen is to small :)

Posted by: i^love^mixery - Tuesday, January 7, 2014 2:28:15 PM
You are using the WRONG script on the screenshot. Spawn them as a NAMED object on a NAMED waypoint, so you need to enter a name AND select the waypoint. On the screenshot you try to spawn unnamed objects.

Posted by: evinx - Tuesday, January 7, 2014 3:15:44 PM
yeah unnamed works also :) i have just 5 different fields and they all spawn one time and again and again and again so its not spawning as before with lag en 1 yellow spot on the map its just 1 field a time if it ends it spawns a new one :)

Posted by: i^love^mixery - Tuesday, January 7, 2014 9:21:46 PM
Maybe, just maybe consider listening to me. If you spawn unnamed fields, they WILL be spawned every second. So you will have 30 overlapping fields at every waypoint before the first one runs out. Besides the possible, very likely lag, the fields will also deal 30 times more damage than a single field.

Posted by: evinx - Wednesday, January 8, 2014 1:18:37 AM
Yeah thats what we had before so many fields that everything dies when passing the field but now infantry walks trough it and will have damage but not all infantry die only some damage so it's works perfect as unnamed Thank you for helping with this problem Greets

Posted by: Annihilationzh - Thursday, January 9, 2014 4:22:32 PM
[quote=I^Love^Mixery;129936]Maybe, just maybe consider listening to me. If you spawn unnamed fields, they WILL be spawned every second. So you will have 30 overlapping fields at every waypoint before the first one runs out. Besides the possible, very likely lag, the fields will also deal 30 times more damage than a single field.[/quote] You didn't really have any way of knowing this without modding, but fields don't stack. They kill each other when they're created (this can be removed with modding). This is often exploited by competitive players, as nuke general, toxin general or vGLA with toxin shells can remove an anthrax bomb field by firing tank shells at the centre.

Posted by: i^love^mixery - Thursday, January 9, 2014 5:59:57 PM
[quote=Annihilationzh;129962][quote=I^Love^Mixery;129936]Maybe, just maybe consider listening to me. If you spawn unnamed fields, they WILL be spawned every second. So you will have 30 overlapping fields at every waypoint before the first one runs out. Besides the possible, very likely lag, the fields will also deal 30 times more damage than a single field.[/quote] You didn't really have any way of knowing this without modding, but fields don't stack. They kill each other when they're created (this can be removed with modding). This is often exploited by competitive players, as nuke general, toxin general or vGLA with toxin shells can remove an anthrax bomb field by firing tank shells at the centre.[/quote] I have tested it before posting and those objects do stack for some reason. Spawning unnamed radiation fields at a waypoint every frame pretty much kills everything within 1 second. It is possible that this no longer happens when they are spawned every second. I haven't tested it but I was pretty sure that the same would happen.

Posted by: Annihilationzh - Thursday, January 9, 2014 7:14:04 PM
A toxin field does damage every 0.5 seconds. By spawning them every frame, this happens: The first frame, the first toxin field spawns and it will deal damage immediately. The next frame (~0.03 seconds later) another field will spawn, kill the first field, and then do it's own damage. The visual effects will linger slightly because toxin fields have a death animation. So when you spawn them every frame, you have a 0.03s delay between damage instead of 0.5s. That's much more damage, but any new field will kill old fields within the same frame they spawn in. The rapid spawning, despawning and effects may be the cause of the lag. When you set it to once every second all these problems are negligible. I have coded genuine field stacking, and it looks awesome, and isn't laggy.

Posted by: i^love^mixery - Thursday, January 9, 2014 7:53:08 PM
So by your logic spawning any field every frame causes 15 times the normal damage. And spawning any field every second causes normal damage. Makes sense. Thanks for clearing it up. Btw.. did you ever see these effects after you use the script action "Modify visual game time"? THAT looks awesome. But unfortunatly it is disabled in multiplayer games :(

Posted by: Annihilationzh - Friday, January 10, 2014 8:46:35 AM
I have never used that script before. That sounds like a really laggy one though. This is genuine field stacking BTW: [img]http://www.gamereplays.org/community/uploads/post-135121-1264042785_thumb.jpg[/img] The left toxin field has 5 normal scud launchers all firing at the same spot. The right toxin field has 5 field stacking scud launchers all firing at the same spot. I can upload an easy to install mini-mod if anyone wants to try it.

Posted by: evinx - Friday, January 10, 2014 12:00:29 PM
the script i made with unnamed fields gives you this as result in the game [url=http://prntscr.com/2i5aw6][Screenshot][/url] its made of 5 fields side by side 1 smallfield 3 mediumfields 1 smallfield and here how its looks like in worldbuilder [url=http://prntscr.com/2i5bq2][Screenshot][/url]

Posted by: evinx - Sunday, January 12, 2014 3:50:56 PM
i have post the map in first post greetz