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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:20
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IW,
I remember once you said you want to have hurricanes to get at least one visual effect in the code. But I think i found a way to get those effects.
I added this line in the plague fuction
code:
AddEffect(PlaguedCity.location, "SPECEFFECT_BIO_TERROR", "SOUND_ID_BIO_TERROR");
and this othe one in the Earthquakes in the damaged city location (throw party sprite effect is dust rising).
code:
AddEffect(tmpCity.location, "SPECEFFECT_THROW_PARTY", "SOUND_ID_NUCLEAR_ATTACK");
and this othe one in the Earthquakes in the volcano location (the volcano exploding).
code:
AddEffect(VolcLoc, "SPECEFFECT_NUCLEAR_ATTACK", "SOUND_ID_NUCLEAR_ATTACK");
I have seem the plague effect already. It worked and looked really good. And the effect also is useful to point wich cities a sick (some info i miss in your code). Yet i havent seen the others.
What do you think? Have you thought of that before?
Last edited by Pedrunn on 23-06-2002 at 09:26
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:20
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Just post the tile graphics as zipped targas. It makes it much easier to download.
Last edited by Immortal Wombat on 28-06-2002 at 23:25
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The Big Mc
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Of the universe / England
Oct 2001 time: 05:20
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I have some slic for you on Monday
It an ice age mod slowly turns the map to ice
I am also working on a dry mod to do the same but desert
They will be in my scenario
here is the code you sent me wombat I can’t get my version to work there is a bug a mile big in it
code: //=====================================
//
// Volcanic Eruptions
//
Location_t VOLC_LOC[];
HandleEvent(BeginTurn) 'IWN_place_volcano' pre{
int_t i;//10
int_t j;
location_t tmpLoc;
int_t volc;
unit_t BarbUnit;
int_t num_volcs;
num_volcs = 3; // this is the number of volcanoes that will appear.
volc = 0;
while(volc <= num_volcs){//20
i = random(GetMapWidth() -1);
j = random(GetMapHeight() -1);
MakeLocation(tmpLoc, i, j);
if(TerrainType(tmpLoc) == terrainDB(TERRAIN_MOUNTAIN)){
volc = volc + 1;
VOLC_LOC[volc] = tmpLoc;
Terraform(VOLC_LOC[volc], 10);
}
}
//30
DisableTrigger('IWN_place_volcano');
}
HandleEvent(BeginTurn) 'IWN_volcano_erupts' pre {
int_t rnd;
location_t tmpLoc;
location_t tmploc2;
unit_t BarbUnit;
int_t tmpnum;
int_t i;
rnd = random(500);
if(rnd == 1){
tmpLoc = VOLC_LOC[rnd];
Terraform(tmploc, 40);
for(i = -1; i < 7; i = i + 1) {
tmpnum = i ;
GetNeighbor(tmploc, tmpnum, tmploc2);//40 //nabors are also turned to dead
Terraform(tmploc2, 17);
}
}
and here is the ice age code
code: HandleEvent(BeginTurn) 'FIRESTORM' post {
int_t xcoord;
int_t ycoord;
location_t tmpLocb;
int_t i;
int_t b;
for(i = -1; i < 700; i = i + 1) {//done in 12 with 800
xcoord = Random(GetMapWidth());
ycoord = Random(GetMapHeight());
MakeLocation(tmpLocb, xcoord, ycoord); //50
if (TerrainType(tmpLocb) == 7) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform jungle
} else {
if (TerrainType(tmpLocb) == 1) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform to plain
} else {
if (TerrainType(tmpLocb) == 2) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 2); // Transform tundra
} else {
if (TerrainType(tmpLocb) == 3) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 3); // Transform snow
} else {
if (TerrainType(tmpLocb) == 4) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 3); // Transform grass
} else {
if (TerrainType(tmpLocb) == 5) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform desert
} else {
if (TerrainType(tmpLocb) == 6) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform swamp
} else {
if (TerrainType(tmpLocb) == 8) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 21); // Transform green mountin
} else {
if (TerrainType(tmpLocb) == 9) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 8); // Transform green hill
} else {
if (TerrainType(tmpLocb) == 18) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 20); // Transform sand dune
} else {
if (TerrainType(tmpLocb) == 19) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 9); // Transform sand montin
} else {
if (TerrainType(tmpLocb) == 20) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 8); // Transform poler hill
} else {
if (TerrainType(tmpLocb) == 21) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 21); // Transform poler monitn
} else {
if (TerrainType(tmpLocb) == 0) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform poler hill
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:20
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Instead of 700 hundred times and make a ice age last 1 turn (this may even cause slow pc player to wait until is all done) when truly happens in hundred of years you should make a random chance of activating and a round to end it up.
decreasing the how many times to terraform per turn
Something like:
code:
int_t disableIceAgeRound;
HandleEvent(BeginTurn) 'ChanceOfEnablingIceAge' post {
if(Random(10) == 0) {
EnableTrigger('FIRESTORM');
disableIceAgeRound = GetCurrentRound() + 100;
}
}
HandleEvent(BeginTurn) 'DisableIceAge' post {
if(GetCurrentRound() == disableIceAgeRound) {
DisableTrigger('FIRESTORM');
}
}
Last edited by Pedrunn on 19-09-2002 at 18:00
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