that allow for a "grow" ability on features..
IE:
(featureXX.tdf)
willgrow=(0,1)
willgrownew=(0,1)
growrate=(X)
growvar=(%)
growsto=(featureYY.tdf)
growsnew=(featureZZ.tdf)
growdistance=(X)
what this does:
gives the ability for forests to "grow" tiberium to "grow" hell.. even grass! (if we need it to)
what each piece of code means:
willgrow=(0,1) // turns the grow ability on or off
willgrownew=(0,1) // will spawn new features around the current one
growrate=(X) // wait period in mins for each cycle (or ms or whatever the "time" unit is in the game)
growvar=(%) // % variance in the growrate (random) to keep the growing sensation form being seen as INSTANT
growsto=(featureYY.tdf) // the replacement feature that will replace the current one (even if its got a huge footprint! don't build factories in dense forests!)
growsnew=(featureZZ.tdf) // the ability for the feature to spawn NEW features with X footprint distance (random N/S/E/W) and the feature name for the new feature.
growdistance=(X) // distance in footprint units for new spawn
NOTE! when a unit "grows" it will randomize between growsnew and growsto if available at each interval..
example: Time is in mins
Code: Select all
Tree1.tdf = small single tree
Tree2.tdf = small tree / baby tree
Tree3.tdf = small cluster of trees (3 trees)
Tree4.tdf = medium cluster of trees (5 trees)
Tree5.tdf = largecluster of trees (7 trees)
[Tree1.tdf]
willgrow=1
willgrownew=0
growrate=9
growvar=40
growsto=Tree2.tdf
growsnew=
growdistance=
[Tree2.tdf]
willgrow=1
willgrownew=0
growrate=4
growvar=30
growsto=Tree3.tdf
growsnew=
growdistance=
[Tree3.tdf]
willgrow=1
willgrownew=1
growrate=6
growvar=30
growsto=Tree4.tdf
growsnew=Tree1.tdf
growdistance=4
[Tree4.tdf]
willgrow=1
willgrownew=1
growrate=8
growvar=20
growsto=Tree5.tdf
growsnew=Tree1.tdf
growdistance=5
[Tree5.tdf]
willgrow=0
willgrownew=1
growrate=4
growvar=45
growsto=
growsnew=Tree1.tdf
growdistance=6

what do you guys think??

EDIT:
hell for the "growsto" and "growsnew" options, add an ability to put more than 1 feature there to grow more random
IE:
growsto=Tree2.tdf,Tree3.tdf
growsnew=Tree1.tdf,Tree2.tdf
EDIT2:
Considerations for code itself
1- .give command used maybe a new command?
2- overlapping features locations.. (is it possible to say NO and just restart the code and try after the next timer? without looking for a NEW spawn location) it would keep the trees in DENSE areas from getting TOO dense..
3- feature # caps?? umm.. defined by tdf? etc.