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Old 07-23-2005, 11:11 AM   #2 (permalink)
Waraddict
Senior Member
 
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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Map.inis are finicky things, the code in a map.ini for an object basically 'adds-on' to what you are trying to modify, for instance it may not view your new weaponset as a replacement.

I would recommend modifying an infantry unit that doesn't have a weapon, or modify the biohazard infantry's weapon itself.

e.g., pop this in your map.ini before the biohazard infantry code...

Code:
BioHazardTechCleanHazardWeapon
PrimaryDamage         = 15.0 
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = Gattling
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GattlingTankMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers
  FireSound             = GattlingTankWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 400               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 2 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 6 ; How many shots at the same target constitute "Continuous Fire Two"
  ContinuousFireCoast   = 1000 ; msec we can coast without firing before we lose Continuous Fire
  WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
  WeaponBonus           = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  AntiGround = Yes
End
I can also see you were sort of trying to 'disable' and 'overide' some modules, that isn't how its done in a map.ini, what you do in your case is the following (inside the biohazard infantry code block)
Code:
RemoveModule ModuleTag_03

ReplaceModule ModuleTag_02
 Body = ActiveBody ModuleTag_02_Override 
    MaxHealth       = 150.0 
    InitialHealth   = 150.0 
  End 
End
Also, if you want to 'Add' a module, you do the following...

Code:
AddModule
 Behavior = ***yourmodulenamehere*** ***ModuleTag***
   ***ModuleCode***
 End
End
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