This is merely a c/p tutorial, so it shouldn't be all to difficult.
As you may know, in TS when a Blue Tib field was damaged, it could explode. It's a shame this was disabled in TW, but with this tutorial you can re-enable it!
What do you need:
-Weapon.xml
-TiberiumCrystalBlue.xml
-knowledge of compiling a mod
-(a bit of) knowledge of XML
-a text editor
First, open up Weapon.xml, and c/p this code into the file. I suggest doing it on top, so you can find it back easy.
<WeaponTemplate
id="BlueTiberiumExplodeWeapon"
Name="BlueTiberiumExplodeWeapon"
ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
RadiusDamageAffects="ENEMIES ALLIES NEUTRALS"
>
<Nuggets>
<DamageNugget
Damage="500.0"
Radius="50.0"
DamageType="GRENADE"
DamageFXType="NOD_SEED"
DeathType="NORMAL" >
<DamageScalarDetails Scalar= "2500%">
<Filter
Rule="NONE"
Include="TIBERIUM">
</Filter>
</DamageScalarDetails>
</DamageNugget>
</Nuggets>
</WeaponTemplate>
This is the deathweapon of the Blue Tiberium Crystal. As you see, I've made it do 25x the normal damage against other Tiberium crystals then against other targets. This is to make the field explode completely, like in TS.
Save it, close it, and open up TiberiumCrystalBlue.xml
Go to the end of the file, and you will see a <Behaviours> tag, and a </Behaviours> tag a bit further. You must c/p the following code between those tags, or else the game will give errors when you compile.
I suggest pasting it between </FireWeaponUpdate> and <FXListBehaviour>
<!-- fire a weapon when dying -->
<FireWeaponWhenDead
id="ModuleTag_FireWeaponWhenDead"
InitiallyActive="true"
DeathWeapon="BlueTiberiumExplodeWeapon">
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="EXTRA_8"/>
</FireWeaponWhenDead>
This will make the Crystal use the weapon when killed, except when harvested. We don't want to have our harvesters being killed by harvesting Blue Tiberium now would we
Save it, close it, compile your mod, and run it. Run a map with Blue Tiberium on it, kill a Blue Tiberium Crystal, and the whole field should detonate, together with anything on it You may notice that the gas anim is the same one from the Catalyst Missile, but that's something that is covered in this tutorial (cheers for posting the link MightyBob ).
You can always change the amount of damage and the type of damage of the weapon if you think it's too strong or too weak.
I hope it's useful
EDIT: after 2 years I finally found my own codes again
Cleaned it up a bit, changed all the '{' and '}' into '<' and '>', fixed some spelling errors and added a link to the tutorial MightyBob posted about creating Blue Gas clouds.
I may figure out the final part (that the whole field doesn't explode at the same time), as I found some interest in modding TW again.
As you may know, in TS when a Blue Tib field was damaged, it could explode. It's a shame this was disabled in TW, but with this tutorial you can re-enable it!
What do you need:
-Weapon.xml
-TiberiumCrystalBlue.xml
-knowledge of compiling a mod
-(a bit of) knowledge of XML
-a text editor
First, open up Weapon.xml, and c/p this code into the file. I suggest doing it on top, so you can find it back easy.
<WeaponTemplate
id="BlueTiberiumExplodeWeapon"
Name="BlueTiberiumExplodeWeapon"
ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
RadiusDamageAffects="ENEMIES ALLIES NEUTRALS"
>
<Nuggets>
<DamageNugget
Damage="500.0"
Radius="50.0"
DamageType="GRENADE"
DamageFXType="NOD_SEED"
DeathType="NORMAL" >
<DamageScalarDetails Scalar= "2500%">
<Filter
Rule="NONE"
Include="TIBERIUM">
</Filter>
</DamageScalarDetails>
</DamageNugget>
</Nuggets>
</WeaponTemplate>
This is the deathweapon of the Blue Tiberium Crystal. As you see, I've made it do 25x the normal damage against other Tiberium crystals then against other targets. This is to make the field explode completely, like in TS.
Save it, close it, and open up TiberiumCrystalBlue.xml
Go to the end of the file, and you will see a <Behaviours> tag, and a </Behaviours> tag a bit further. You must c/p the following code between those tags, or else the game will give errors when you compile.
I suggest pasting it between </FireWeaponUpdate> and <FXListBehaviour>
<!-- fire a weapon when dying -->
<FireWeaponWhenDead
id="ModuleTag_FireWeaponWhenDead"
InitiallyActive="true"
DeathWeapon="BlueTiberiumExplodeWeapon">
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="EXTRA_8"/>
</FireWeaponWhenDead>
This will make the Crystal use the weapon when killed, except when harvested. We don't want to have our harvesters being killed by harvesting Blue Tiberium now would we
Save it, close it, compile your mod, and run it. Run a map with Blue Tiberium on it, kill a Blue Tiberium Crystal, and the whole field should detonate, together with anything on it You may notice that the gas anim is the same one from the Catalyst Missile, but that's something that is covered in this tutorial (cheers for posting the link MightyBob ).
You can always change the amount of damage and the type of damage of the weapon if you think it's too strong or too weak.
I hope it's useful
EDIT: after 2 years I finally found my own codes again
Cleaned it up a bit, changed all the '{' and '}' into '<' and '>', fixed some spelling errors and added a link to the tutorial MightyBob posted about creating Blue Gas clouds.
I may figure out the final part (that the whole field doesn't explode at the same time), as I found some interest in modding TW again.