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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 02-10-2003, 12:11 PM   #21 (permalink)
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Default SoundEffects.ini

This file contains everything related to sounds. Every bleep, bang or yacking from infantry can be found here.

Quote:
AudioEvent GenericTankMoveLoop
Priority = low
Control = loop all
Sounds = vgenlo2a vgenlo2b vgenlo2c
Attack = vgenlo1a
Decay = vgenlo3a
Volume = 40
Limit = 2
Type = world shrouded everyone
End
AudioEvent Starts an audioevent.
Priority What for priority has this sound? Choose from lowest, low, normal, high, critical

After dinner more!
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Old 02-12-2003, 02:18 PM   #22 (permalink)
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very well done thank you!
Oldfaq

where can I donwload versions of ini now
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Old 02-12-2003, 03:03 PM   #23 (permalink)
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Extract them
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Old 02-12-2003, 05:18 PM   #24 (permalink)
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Err yeah.. about that part...

How does one extract the ini files so they can be edited and where should the ini files be to affect the game.. ?*shrugs*?

Cheers
Joe
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Old 02-12-2003, 05:43 PM   #25 (permalink)
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Get XCC's BIG extractor here and follow the structure as it is in the INI.BIG file (and put them in data dir)
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Old 02-13-2003, 05:53 AM   #26 (permalink)
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Great.. works like a charm.. now.. lets say I want to edit Chinas Nuke..
like the damage it does.. where exacly can I find it.. it sais 0 in the weapons.ini meaning its special or something.. does that mean it cant be edited or its somewhere else, and if so, where exacly if anyone knows..

cheers
Joe
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Old 02-13-2003, 08:43 AM   #27 (permalink)
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You can edit it, but the bastards (nothing personall DZ ) named it NeutronMissile in FactionUnit.ini, so I have been seeking for it for 5 minutes...

Anyways:
Quote:
Object NeutronMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBNRocket
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:NeutronMissile
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
;SoundMoveStart = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End

Behavior = NeutronMissileUpdate ModuleTag_03
DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first
MaxTurnRate = 7200 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 100
DeliveryDecal
Texture = EXTargeterAlpha
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 500
Color = R:255 G:0 B:255 A:255
OnlyVisibleToOwningPlayer = Yes
End
End

Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 100.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
End

Behavior = SpecialPowerCompletionDie ModuleTag_05
SpecialPowerTemplate = SuperweaponNeutronMissile
End

Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320

Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more

Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more

Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more

Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more

Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more

Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 60.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 3500.0 ;damage within inner radius of blast
Blast6MinDamage = 300.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more

Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage

Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage

Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage

OCL = MIDPOINT OCL_RadiationFieldLarge

End

Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0

End
Enjoy
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Old 02-19-2003, 04:38 PM   #28 (permalink)
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what are all those Blast# for? is that like the Nuke (that is what it is right) damage effects ?
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Old 02-19-2003, 05:21 PM   #29 (permalink)
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Quote:
SpecialPower SuperweaponParticleUplinkCannon
Enum = SPECIAL_PARTICLE_UPLINK_CANNON
ReloadTime = 240000 ; in milliseconds
PublicTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
End
Ok this is the declaration of the particle cannon superweapon in SpecialPower.ini
Enum=not really sure I think it is just a name string
ReloadTime=time it takes to fire again in milliseconds
PublicTimer=can others see the countdown
ViewObjectDuration=time in milliseconds that you can see the area that is going to be effected by the superweapon
ViewObjectRange=range that is uncovered for the duration
Quote:
Weapon ParticleUplinkCannonBeamTrailRemnantWeapon
PrimaryDamage = 15.0 ;30.0
PrimaryDamageRadius = 10.0
DamageType = PARTICLE_BEAM
DeathType = BURNED
WeaponSpeed = 250 ; dist/sec

; FireFx left commented out to illustrate particle presence is on object
;FireFX = WeaponFX_SmallFireFieldWeapon

RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
End
This is the actual weapon I think that the particle cannon uses for damage against purposes (weapon.ini)
Quote:
Object ParticleUplinkCannon_MediumConnectorLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

InnerBeamWidth = 0.4 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 1.2 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.

;@todo -- add shot ability functionality (instead of instant point A to B)
End

KindOf = IMMOBILE

ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End

;------------------------------------------------------------------------------
Object ParticleUplinkCannon_IntenseConnectorLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 2.0 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.

;@todo -- add shot ability functionality (instead of instant point A to B)
End

KindOf = IMMOBILE

ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End

;------------------------------------------------------------------------------
Object ParticleUplinkCannon_OrbitalLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXNoise02.tga
NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+)
TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)

InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 26.0 ;The total width of beam
OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.

;@todo -- add shot ability functionality (instead of instant point A to B)
End

; *** DESIGN Parameters ***
VisionRange = 100
ShroudClearingRange = 120

; *** ENGINEERING Parameters ***
KindOf = IMMOBILE

ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End
alright this is the Particle Cannon's laser draw sections in which to make the beam ingame the connector lasers (the first 2) I THINK is the beam that comes from the particle cannon building (that goes to the sky) the Intense is probably when the beam is at full power and the medium is when it is turning off (getting smaller) also the connectors may act for the fade away for the hitting beam too. The OrbitalLaser one is the actual beam that hits the enemies, that ScrollRate & TilingScalar are the things that allow you to move the beam while it is firing.
Quote:
ParticleSystem ParticleUplinkCannon_LaunchFlare
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar5.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = -1.00 1.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 1.00 1.00
Gravity = 0.00
Lifetime = 80.00 80.00
SystemLifetime = 1
Size = 40.00 60.00
StartSizeRate = 0.00 0.00
SizeRate = 6.00 8.00
SizeRateDamping = 0.90 0.92
Alpha1 = 0.00 0.00 0
Alpha2 = 0.25 0.25 5
Alpha3 = 0.00 0.00 30
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 80
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 0.00 0.00
BurstCount = 2.00 2.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = LINE
VolLineStart = X:0.00 Y:0.00 Z:-6.00
VolLineEnd = X:0.00 Y:0.00 Z:-6.00
IsHollow = Yes
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
this is the shooting of the beam from the building into space
(me still a bit clueless on all that ParticleSystems.ini stuff)
Quote:
ParticleSystem ParticleCannonUplink_HitFlare
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar2.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.98 0.98
Gravity = 0.00
Lifetime = 100.00 100.00
SystemLifetime = 1
Size = 20.00 20.00
StartSizeRate = 0.00 0.00
SizeRate = 5.00 8.00
SizeRateDamping = 0.90 0.90
Alpha1 = 0.00 0.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 100
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 0.00 0.00
BurstCount = 2.00 2.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = OUTWARD
VelOutward = 0.00 0.00
VelOutwardOther = 0.00 0.00
VolumeType = LINE
VolLineStart = X:0.00 Y:0.00 Z:8.00
VolLineEnd = X:0.00 Y:0.00 Z:8.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
The Impact to ground (explosion) of the particle beam
Quote:
ParticleSystem ParticleUplinkCannon_Magma
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXexplo03.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = -5.00 5.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.20 0.20
Gravity = 0.00
Lifetime = 200.00 200.00
SystemLifetime = 1
Size = 20.00 20.00
StartSizeRate = 0.00 0.00
SizeRate = 0.00 0.00
SizeRateDamping = 0.99 0.99
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 100
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:0 B:0 0
Color2 = R:255 G:152 B:83 25
Color3 = R:0 G:0 B:0 200
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 5.00 5.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 10.00
VolCylinderLength = 0.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
this is that goo or stuff that comes off of the impact of beam site
Quote:
ParticleSystem ParticleUplinkCannon_Sparks
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar2.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 0.00 0.00
VelocityDamping = 0.90 0.95
Gravity = -0.10
Lifetime = 50.00 50.00
SystemLifetime = 5
Size = 2.00 4.00
StartSizeRate = 0.00 0.00
SizeRate = 0.25 0.40
SizeRateDamping = 0.80 0.85
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 0
Color2 = R:0 G:0 B:0 50
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 15.00 20.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = CYLINDRICAL
VelCylindricalRadial = 3.00 4.00
VelCylindricalNormal = 3.00 5.00
VolumeType = POINT
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
also comes off of the explosion of the beam impact (also not sure if sparks and magma are used in differemt places but this is my best understanding so far)
Quote:
ParticleSystem ParticleUplinkCannon_Shockwave
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXShockWav.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 7.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.70 0.70
Gravity = 0.00
Lifetime = 30.00 30.00
SystemLifetime = 10
Size = 3.00 3.00
StartSizeRate = 0.00 0.00
SizeRate = 2.00 8.00
SizeRateDamping = 0.85 0.90
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:197 G:185 B:117 0
Color2 = R:0 G:0 B:0 30
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 99999.00 99999.00
BurstCount = 5.00 5.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.10
VelocityType = OUTWARD
VelOutward = 0.00 2.00
VelOutwardOther = 0.00 0.00
VolumeType = LINE
VolLineStart = X:0.00 Y:0.00 Z:8.00
VolLineEnd = X:0.00 Y:0.00 Z:8.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
The 'Impact' shockwave like the Ring1 for the Ion Cannon
Quote:
ParticleSystem ParticleUplinkCannon_Fire
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXexplo03.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 7.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.95 0.95
Gravity = 0.05
Lifetime = 25.00 25.00
SystemLifetime = 150
Size = 15.00 15.00
StartSizeRate = 0.00 0.00
SizeRate = -0.20 -0.60
SizeRateDamping = 0.80 0.95
Alpha1 = 0.00 0.00 0
Alpha2 = 0.00 0.00 0
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:0 B:0 0
Color2 = R:255 G:177 B:100 10
Color3 = R:0 G:0 B:0 25
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 2.00 2.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.30
VelocityType = OUTWARD
VelOutward = -0.18 -0.50
VelOutwardOther = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 15.00
VolCylinderLength = 0.00
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
really not sure on this one but I think it has to do with the damage fire it causes
Quote:
ObjectCreationList OCL_ParticleUplinkDeathFinal
; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 6
RequiresLivePlayer = Yes
End
not sure on what this is for but it is probably for when the beam kills something, I think
Quote:
;---------------------------------------------------------------------------------------
;The list of effects that occur when the beam hits the ground. The number of times the
;beam hits the ground is specified in the particle uplink cannon's settings, and changing
;it does NOT effect gameplay -- so change as you see fit!
;---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamHitsGround

; ViewShake
; Type = SEVERE
; End

; Sound
; Name = ExplosionScudExplosive
; End

ParticleSystem
Name = ParticleCannonUplink_HitFlare
Offset = X:0.0 Y:0.0 Z:2.0
OrientToObject = Yes
End

ParticleSystem
Name = ParticleUplinkCannon_Magma
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Sparks
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Shockwave
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Fire
Offset = X:0.0 Y:0.0 Z:1.0
End
End

; ---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamLaunchIteration

; ViewShake
; Type = SEVERE
; End

; Sound
; Name = ExplosionScudExplosive
; End

ParticleSystem
Name = ParticleUplinkCannon_LaunchFlare
Offset = X:0.0 Y:0.0 Z:10.0
End

; ParticleSystem
; Name = ParticleUplinkCannon_Magma
; Offset = X:0.0 Y:0.0 Z:1.0
; End
End
this is what calls all the particle systems for the particle cannon the first one is for the beam impact to ground the second is for when it is fired from the particle cannon building (FXList.ini)

Ok I hope that helps or sheds some light on how the superweapons in Generals work, also if you have anything to add please go right ahead
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Old 02-20-2003, 05:59 AM   #30 (permalink)
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First of all, it would look "cleaner" if you made a seperate post. (I will make one now, since this one is cluttered now )
Quote:
Originally Posted by LtZack
Quote:
ObjectCreationList OCL_ParticleUplinkDeathFinal
; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06
CreateObject
ObjectNames = AmericaInfantryRanger
IgnorePrimaryObstacle = Yes
Disposition = SEND_IT_OUT
DispositionIntensity = 4
Count = 6
RequiresLivePlayer = Yes
End
not sure on what this is for but it is probably for when the beam kills something, I think
No, this is the Death OCL for the Particle Uplink, eg when the Particle Uplink blows up, this one get's into effect and sends out 6 Rangers.

For the rest your guesses seem accurate.
Quote:
Ok I hope that helps or sheds some light on how the superweapons in Generals work, also if you have anything to add please go right ahead
Please do so in a seperate post, so we have multiple posts on the ini's, one for the clear definitions, without regard to it's actual use, and another for the use of superweapons, another for FactionUnit.ini, and so on.
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