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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-23-2003, 09:50 AM   #11 (permalink)
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Default Science.ini

Because they look like each other (But are NOT related!) Science.ini

Quote:
;; -------------------------------------
;; INTRINSIC (Base-Level) Sciences
;; -------------------------------------

Science SCIENCE_AMERICA
PrerequisiteSciences = None
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End

Science SCIENCE_CHINA
PrerequisiteSciences = None
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End

Science SCIENCE_GLA
PrerequisiteSciences = None
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End
These are the Intrinsic Sciences. They are given to a faction from PlayerTemplate.ini, and must be named in there in order to work.
Do not modify these, just copy/paste them with a different Science name, and don't forget to call them in PlayerTemplate.ini.

Quote:
Science SCIENCE_Rank1
PrerequisiteSciences = None
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End

Science SCIENCE_Rank2
PrerequisiteSciences = SCIENCE_Rank1
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End
These are the Science levels. They go from 1 to 8. Do not modify these. They are used troughout the game and the entire file, so don't modify these!

Quote:
Science SCIENCE_SpyDrone
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpyDrone
Description = CONTROLBAR:ToolTipUSAScienceSpyDrone
End

Science SCIENCE_Paradrop1
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USAParaDrop1
Description = CONTROLBAR:ToolTipUSAScienceParaDrop
End

Science SCIENCE_Paradrop2
PrerequisiteSciences = SCIENCE_Paradrop1 SCIENCE_Rank3
SciencePurchasePointCost = 2
IsGrantable = Yes
DisplayName = SCIENCE:USAParaDrop2
Description = CONTROLBAR:ToolTipUSAScienceParaDrop
End
Science What for science is this?
PrerequisiteSciences What for sciences do I need first?
This seems simple, but needs attention. For a seperate science, specify the housescience, like SCIENCE_AMERICA . Then, specify the needed rank. Remember, Science_Rank1 doesn't mean it shouldn't be named! ALWAYS specify the required rank.
SciencePurchasePointCost How much science points does this science costs? When 0, this doesn't mean the Science is free! It means not buyable. Also noted:
Quote:
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable Can this science be bought?
DisplayName What for string should I look in the CSF file for the name?
Description What for string should I look for in the CSF file for the description?
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Old 01-23-2003, 09:51 AM   #12 (permalink)
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Heck gimme a chance

Upgrade.INI;-

'Upgrade' should be set to the corrosponding entry from the Upgrade= line in CommandButton.INI.

Type= wise to make sure this doesnt conflict with CommandButton.INI or unpredictable results arise - if your Type= here is PLAYER, then your Command= in CommandButton.INI should be PLAYER_UPGRADE. Likewise, if you set OBJECT here, then in CommandButton.INI it should be OBJECT_UPGRADE. Just for consistency and to make sure it all ties together nicely and works

You can also use QueueImageDisabled=, QueueImageHilite= and QueueImagePushed= for those nice visual tweaks
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Old 01-23-2003, 10:00 AM   #13 (permalink)
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Default Rank.ini

This is starting to look like a race
Well, since I was looking at it trough Science.ini, now Rank.ini

Quote:
Rank
RankName = INI:RankLevel1
SkillPointsNeeded = 0
SciencesGranted = SCIENCE_Rank1
SciencePurchasePointsGranted = 1
End

Rank
RankName = INI:RankLevel2
SkillPointsNeeded = 800 ;400
SciencesGranted = SCIENCE_Rank2
SciencePurchasePointsGranted = 2
End

Rank
RankName = INI:RankLevel3
SkillPointsNeeded = 1500
SciencesGranted = SCIENCE_Rank3
SciencePurchasePointsGranted = 3
End

Rank
RankName = INI:RankLevel4
SkillPointsNeeded = 2500
SciencesGranted = SCIENCE_Rank4
SciencePurchasePointsGranted = 4
End

Rank
RankName = INI:RankLevel5
SkillPointsNeeded = 5000
SciencesGranted = SCIENCE_Rank5
SciencePurchasePointsGranted = 5
End
Rank This tells the game a Rank is coming.
RankName What for string should I look for in the csf file for the name?
SkillPointsNeeded How many skill points (to be set as ExperienceValue in either FactionUnit.ini or FactionBuilding.ini. More details about these later in these files.)
SciencesGrantedWhat for Science level do I grant when reacing this rank? Choose a science level from Science.ini.
SciencePurchasePointsGranted How many Science points does this rank grant? To be used in Science.ini.
EndThis ends the rank data.
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Old 01-23-2003, 04:51 PM   #14 (permalink)
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Default SpecialPower.ini

What was the holy grail in RA2 editing, seems easier in Generals.
Why?
Let's take a look into SpecialPower.ini
Quote:
SpecialPower SuperweaponDaisyCutter
Enum = SPECIAL_DAISY_CUTTER
ReloadTime = 360000 ; in milliseconds
RequiredScience = SCIENCE_DaisyCutter
PublicTimer = Yes
SharedNSync = Yes
ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
ViewObjectRange = 250 ; And how far it can see
RadiusCursorRadius = 100
This may seem simple, but there is more:
Quote:
;-----------------------------------------------------------------------------
;Colonel Burton places remote C4 charges in order to detonate them at his
;leisure. This is actually used by two different buttons. One requires no
;target, and that tells the ability system that it wants to explode all
;charges. With a target it decides to add a new charge.
;Author: Kris -- July 2002
;-----------------------------------------------------------------------------
SpecialPower SpecialAbilityColonelBurtonRemoteCharges
Enum = SPECIAL_REMOTE_CHARGES
ReloadTime = 0 ; in milliseconds
PublicTimer = No
End
Not only superweapons are stated here, but also special powers. Wheter this is a blessing or a curse still needs to be found out, but I tend to think positive on this one

SpecialPower The tag to indicate a special power or superweapon is starting. Also, it tells the game what string it should look for in the csf file.
EnumI think this may be the Action/Type thingie of RA2. Every superweapon or power has it's own, but duplicates may be parsed. Only one way to find out. Necassery.
ReloadTime Is the reload time, in milliseconds (regular seconds is this setting divided trough 1000). Note that it should minimaly be twice the opening/closing time of doors, as stated with the ScudStorm. No default. Always necassery!
PublicTimer Is the timer to be seen by other players? (Just like the Nuke timer and the abscence of it with paratroopers)
RequiredScience Which Science is required for the SuperWeapon? Default = none
SharedNSync If this superweapon requires a unit for deployment. The default is no. (Not sure yet. DZ?)
ViewObjectDuration How long can the SuperWeapon "see" in milliseconds. Default is zero.
ViewObjectRange How far can it see. When ViewObjectDuration is used, this should also be specified, otherwise you won't see a thing. Default is zero.
RadiusCursorRadius What's the radius the cursor will have? Default is zero.
End Ends the specialpower.
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Old 01-23-2003, 05:20 PM   #15 (permalink)
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Default Locomoter.ini

This ini will work miracles. You want a Tank? Look here. You want a Titan-style mech? Look here. You want a Mammoth MkII style Mech? Look here.
DZ has done more, ask him

Three examples, BasicHumanLocomoter, SCUDStormMissileLocomoter and HumveeLocomoter
Quote:
Locomotor BasicHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End

Locomotor SCUDStormMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
SpeedDamaged = 200 ; in dist/sec
MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 240
;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
PreferredHeightDamping = 0.7 ; so that we gradually adjust our height
ThrustRoll = 0.06
ThrustWobbleRate = 0.008
ThrustMinWobble = -0.040
ThrustMaxWobble = 0.040
CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back
End

Locomotor HumveeLocomotor
Surfaces = GROUND
Speed = 60 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ;120 ; in degrees/sec
TurnRateDamaged = 180 ;120 ; in degrees/sec
Acceleration = 1000 ;60 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;60 ; in dist/(sec^2)
Braking = 1000 ;60 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
StickToGround = No

AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.

ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll.

HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.

End
Locomotor States that this is the start of a Locomotor. Follows by name.
Surfaces Which surface type? Types are GROUND RUBBLE CLIFF AIR WATER
Speed How fast does it goes in dist/sec?
SpeedDamaged When damaged, how fast does it go in dist/sec?
MinSpeed What is my minimal speed? Must be nonzero for THRUST objects.
TurnRate How many degrees per sec can I turn?
TurnRateDamaged When damaged, how many degrees per second can I turn?
Acceleration How fast can I accelerate in dist/(sec^2)?
AccelerationDamaged When damaged, how fast can I accelerate in dist/(sec^2)?
Lift What's the acceleration when going up in dist/(sec^2)
LiftDamaged What's the acceleration when going up when I'm damaged? in dist/(sec^2)
MaxThrustAngle Whats the maximal angle I still have thrust. in degrees
AllowAirborneMotiveForce Can I move in the air? Default is no.
[b]Braking[b] How fast can I slow down, in dist/(sec^2)?
MinTurnSpeed How slow can I minimally turn in dist/sec, when driving around a corner? (Tanks don't use this, cars do).
ZAxisBehavior How do I behave going up or down?
NO_Z_MOTIVE_FORCE is the default for vehicles and infantry. Boats and planes use SURFACE_RELATIVE_HEIGHT. The Arrow (??) uses FIXED_RELATIVE_TO_GROUND_AND_BUILDINGS. The Waterwave
uses ABSOLUTE_HEIGHT.
Appearance How do I appear? TWO_LEGS is used by humans. Collonel Burton uses CLIMBER when climbing. Use FOUR_WHEELS for vehicles with 4 wheels, TREADS for tanks, THRUST for missiles, HOVER for hovercrafts/Helicopters and WINGS for aircraft.
StickToGround Can I get airborne?
GroupMovementPriority When moving in a group, where do I move? Small arms are MOVES_FRONT, support like RPG is MOVES_MIDDLE and Artillery or commando's is MOVES_BACK.
DownhillOnly For avalance only.

WanderWidthFactor How far does TWO_LEGS object wander side to side.
WanderLengthFactor How a TWO_LEGS object goes forward before it crosses back to the other side.
WanderAboutPointRadius When a TWO_LEGS object is wandering around a point, how far does it wander from the point (in 'feet' distance).

TurnPivotOffset Where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit Angle limit how far chassis will lift or roll from acceleration.
BounceAmount Simulates hitting random rocks. 0 = smooth pavement, 200 = bumpy.
PitchStiffness Stiffness of the springs in the suspension forwards and backwards.
RollStiffness Stiffness of the springs in the suspension side to side.
PitchDamping How fast it damps forwards and backwards. 0=perfect spring, bounces forever. 1 = Can't get off.
RollDamping How fast it damps side to side. 0=perfect spring, bounces forever. 1 = glued to terrain.
ForwardAccelerationPitchFactor How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor How much cornering will cause the chassis to roll.
HasSuspension Calculate 4 wheel independent suspension info.
CanMoveBackwards Can move backwards.
MaximumWheelExtension Maximum distance the wheels will drop on the model.
MaximumWheelCompression Maximum distance the wheel will move up into the chassis.
[b]FrontWheelTurnAngle How many degrees the front wheels can turn.

PreferredHeight At which height do I like to fly? (Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.)
PreferredHeightDamping How much can our PreferredHeight adjust itself? 0 = none, 1 = absolute. (Might cause the missile to crash in the ground)
ThrustRoll How much do I turn around my Z-axis when I'm experiencing Thrust? 0 = none, 1 is circling like mad.
ThrustWobbleRate How much does the object wobble when experiencing thrust? 0 = none, 1 = like crazy.
ThrustMinWobble What's my minimal wobble change when experiencing thrust? Should be negative.
ThrustMaxWobble What is my maximal wobble change when experiencing thrust? Should be positive.
CloseEnoughDist3D This allows the missile to fly over the target and come back.
CloseEnoughDist At which distance am I considered close enough?

Apply2DFrictionWhenAirborne Does the object experience extra resistance when airborne? Default is no.
AirborneTargetingHeight When object is airborne, at what height should it be targeted?
LocomotorWorksWhenDead When I'm kaput, does the locomotor still apply to me? Default is yes.

CirclingRadius The radius at which the WINGS object circles when is is trying to maintain position. Pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc
PitchInDirectionOfZVelFactor How much to pitch according to WINGS object z-vel. 0=none, 1=lots. 0=default.
UniformAxialDamping How does my damping settings apply to my Z-axis? Avalanche only

End The locomoter data ends.
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Old 01-23-2003, 05:53 PM   #16 (permalink)
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Default Weapon.ini

Everything exept the HistoricBonus things commented.

Contains all weapon data, except for graphics, which are in WeaponFX.ini

Weapon Start of weapon statement.
PrimaryDamage How many damage does the first stage of the weapon does? Comparible to the damage tag of the other C&C series.
PrimaryDamageRadius In what radius is PrimaryDamage dealth? Rifles should use 0.0 . No maximum known. The observed maximum in the game files is 200.0 .
SecondaryDamage What is the secondary damage?
SecondaryDamageRadius What is the radius from the secondary Damage.
ScatterRadius When this weapon is used, it can randomnly miss by this distance.
ScatterRadiusVsInfantry When this weapon is used against infantry, it can randomly miss by as much as this distance. The observed maximum in the game files is 30.0
AttackRange Range at which the weapon attacks. Observed maximum in game files is 450.0, however superweapons have 99999.0 as value.
MinimumAttackRange What is the minimum range for the weapon? Anything inside this range cannot be attacked.
MinTargetPitch Object may not target anything outside of this negative pitch range.
MaxTargetPitch Object may not target anything outside of this positive pitch range.
DamageType What type of damage is this weapon? See armor.ini for a list of damage settings.
DeathType How does the infantry die?
Choose from: NORMAL, EXPLODED, LASERED, SUICIDED, BURNED, POISONED, CRUSHED
WeaponSpeed How fast does the projectile travell.
ScaleWeaponSpeed Will the weapon go faster when going farther?
WeaponRecoil What is the recoil of the barrel weapon in degrees?
ProjectileObject What is the projectile of the weapon? Look in FactionUnit.ini.
ProjectileExhaust What is the exhaust for the object? Look in ParticleSystem.ini
VeterancyProjectileExhaust What is the exhaust for the object when firing unit is veteran? Look in ParticleSystem.ini
FireFX What for FX to use when firing the weapon? See FXList.ini
VeterancyFireFX What for FX to use when firing the weapon when unit is veteran? See FXList.ini
ProjectileDetonationFX What for FX to use when the weapon detonates? See FXList.ini
FireSound What for sound to use when this weapon is fired? Look in SoundEffects.ini
LoopTime Loops the firing sound until there's this much delay between shots in sec.
RadiusDamageAffects What is affected by the weapon? Choose from SELF, SUICIDE, NOT_AIRBORNE, ALLIES, NEUTRALS, ENEMY or SHRUBBERY.
DelayBetweenShots The infamous ROF from the previous C&C's. In msec's.
ClipSize How many shots are there in a clip? Use 0 for infinite.
ClipReloadTime How long does it take to reload the clip?
Use 0 when ClipSize = 0.
AutoReloadsClip Does the clip autoreload? Default is no.
ShowsAmmoPips Will the ammo pips be showed?
ProjectileCollidesWith This flags only apply to units that aren't the explicit target (ie, units that just happen to "get in the way"... projectiles always collide with the Designated Target, regardless of these flags.
ShotsPerBarrel How many shots to fire per barrel?
WeaponBonus What is the effect of an upgrade for the weapon? First specify the cause (eg PLAYER_UPGRADE), then specify what to upgrade (choose from DAMAGE, RATE_OF_FIRE, RANGE) then specify how many percents.
AcceptableAimDelta At which angle will the weapon start firing? Use 180 for firing all around the unit.
AntiAirborneVehicle Can this weapon be used to target airborne vehicles?
AntiAirborneInfantry Can this weapon be used to target airborne infantry?
AntiSmallMissile Can this weapon be used to target small missiles?
AntiProjectile Can this weapon be used to target projectiles?
AntiGround Can this weapon be used to to target ground objects?
AntiBallisticMissile Can this weapon be used to target Ballistic Missile objects?
AntiMine Can this weapon be use dot attck mines?
AllowAttackGarrisonedBldgs Can this weapon be used to clear garrisoned buildings?
[b]LaserName[/b[ What is the name for the laser?
LeechRangeWeapon Is this weapon a leeching type? Look at BlackLotus hacking weapon and Knife weapon's. Depends on damagetype.
PreAttackDelay How long before the firing animation is initiated will the damage be applied?
PreAttackType What for type is the delay from PreAttackDelay?
ContinuousFireOne How many shots at the same target constitute Continuous Fire.
ContinuousFireTwo How many shots at the same target constitute "Continuous Fire Two".
ContinuousFireCoast Msec we can coast without firing before we lose Continuous Fire
ScatterTargetScalar Is the scale for ScatterTarget.
ScatterTarget Has a x and an y coordinate, to replace ScatterRadius. The coordinates should be like 0.xxx . The first digit can be controlled by ScatterTargetScalar. There can be more then one of these tags, and it is recommended to have the same number of ScatterTarget as the ClipSize. (See ComancheRocketPodWeapon)
DamageDealtAtSelfPosition Does it start applying damage at it's own position?
RequestAssistRange When unit fires, object will look around for things of his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
ProjectileStreamName Drawing helper for this weapon. Tracks all projectiles in air.
CapableOfFollowingWaypoints Can this weapon follow waypoints?
FireOCL What for OCL to use from ObjectCreationList.ini when this unit creates a fire?
HistoricBonusTime No idea about this one
HistoricBonusCount No idea about this one
HistoricBonusRadius No idea about this one
HistoricBonusWeapon No idea about this one
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Old 01-23-2003, 06:25 PM   #17 (permalink)
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Weapon.INI;-

SecondaryDamage= same as, for secondary weapons

SecondaryDamageRadius= same as, for secondary weapons

MinimumAttackRange= a la RA2's MinimumRange=

RequestAssistRange= at what range is targetting assistance called

AcceptableAimDelta= fudge to fine tune longer range (ballistic) projectile

ScatterRange= as above but for generic targets

ScatterTargetScalar= a bit like your CellSpread= radius from RA2

DeathType= which death type to inflict on Infantry (enables specific one to be used, bit like InfDeath= from RA2's warheads)

WeaponSpeed= firing speed of projectile weapons (enables sparation from those peojectile objects that have their own speed like tank shells)

MinWeaponSpeed= as it says

ScaleWeaponSpeed= variable to fluctuate speed of travel

WeaponRecoil= amount by which the 'barrel' recoils

ProjectileObject= object (image) for the projectile

FireSound= sound from SoundEffects.INI

FireSoundLoopTime= if the sound loops, how long for?

FireFX= special effect for firing from FXList.INI

ProjectileDetonationFX= again from FXList.INI

FireOCL= particle/object to create when fired from ObjectCreationList.INI

ProjectileDetonationOCL= again from ObjectCreationList.INI

ProjectileExhaust= the Trailer= from RA2, from ParticleSystem.INI

VeterancyFireFX=
VeterancyFireOCL=
VeterancyProjectileDetonationOCL=
VeterancyProjectileExhaust=

ContinuousFireOne=
ContinuousFireTwo=
ContinuousFireCoast=

ClipReloadTime=
DelayBetweenShots=
ShotsPerBarrel=

DamageDealtAtSelfPostion=
RadiusDamageAffects= (ag ALLIES, NEUTRALS etc)

ProjectileCollidesWith=

AntiAirborneVehicle=
AntiGround=
AntiProjectile=
AntiSmallMissile=
AntiMine=
AntiAirborneInfantry=
AntiBallisticMissile=
AutoReloadsClip=

ProjectileStreamName=
LaserName=

HistoricBonusTime=
HistoricBonusRadius=
HistoricBonusCount=
HistoricBonusWeapon=

LeechRangeWeapon=
ScatterTarget=
CapableOfFollowingWaypoints= (like the Tomahawks missiles upgrade)
ShowsAmmoPips=
PreAttackDelay=
PreAttackType=
ContinuousAttackRange=
Min=
Max=
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Old 01-23-2003, 06:45 PM   #18 (permalink)
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Default

Some excellent work by both of you on this!

If i had the time and could get away with it i would post the .ini files

But as i am currently on standby for the gulf i dont have much time to myself or my computer let alone the G/F


But as we are taking it in shifts and i stand down come Feb 1st and a fellow Platoon Sgt takes over maybe i will have time to return to the site and bring you all some news or nice bits of .ini


I will be looking forward to Dz explaining more about the .ini and code as it pops up an i get chance to read.

Until then hope to post soon...


CH...
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Old 01-24-2003, 03:38 PM   #19 (permalink)
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Wow this is very helpful
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Old 01-26-2003, 06:18 AM   #20 (permalink)
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is commander havoc what department? is he on air-force? special forces commando? or navy? i'm also in standby monitoring reconnaisance missions too.
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