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Old 06-06-2004, 08:54 AM   #1 (permalink)
CodeCat
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Join Date: May 2003
Location: Eindhoven, Netherlands
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Default Trade secrets revealed

This is the place where you can submit any tips, tricks, or other miscellaneous modding ideas. It can range from anything to a simple trick how to accomplish something, to an explanation on how to get a working naval yard for example. Any modding tricks you'd like to share with your fellows, submit them here. Try to include a "title" with your tip, so that anyone reading through this knows what it's about.

The idea behind this is that lots of modders found their own solutions to problems they had. By collecting them in this thread, those solutions become public knowledge so everyone can benefit from them.

I'll start by submitting some tricks of my own (also posted in "Simple, but realistic mod ideas for beginners."):

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Burst-fire sounds

If you have a sound that sounds like a machine gun firing a whole salvo, then it would sound ugly if that sound would be played each time the weapon fires, assuming that the weapon fires multiple shots too (ClipSize is not 0). So to get the sound to only play once, yet still have the weapon fire multiple shots in 1 burst, there's a little trick.

First, go to the sound's entry in SoundEffects.ini. Change "Sounds" to "Attack". Then add "loop" to the "Control" line. So now we have a looped sound, which STARTS the loop by playing the weapon sound, but plays nothing when the loop continues.

Next, go to the entry of the weapon in Weapon.ini, and add "FireSoundLoopTime = n" to the weapon somewhere, where n should be a bit longer than DelayBetweenShots, but shorter than the weapon's ClipReloadTime. This ensures that the sound will only stop looping after n milliseconds of no firing.

If n is smaller than DelayBetweenShots, then the loop will be cut off before the next shot in a single salvo, so you would hear the sound with each shot rather than each clip. If n is larger than ClipReloadTime, then the sound will keep looping until after the second salvo starts, so it will never stop looping. Remember that the sound only plays when a NEW loop starts, not when an existing one continues.


Adding force-move

The force move function, like in the other C&Cs, was originally on the ALT key. But EA decided to remove it in favour of the waypoint function. To add it again, open CommandMap.ini (located in Data/English inside English(ZH).BIG) and go to the BEGIN_FORCEMOVE and END_FORCEMOVE commands. Just remove the semicolons from the lines, but don't forget to assign BEGIN_WAYPOINTS and END_WAYPOINTS (right below the force move) to a different key. Try using KEY_Z, that's what they used in Red Alert 2 aswell.
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