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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-03-2004, 12:57 AM
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#1 (permalink)
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Member
Join Date: Aug 2004
Posts: 44
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Is it possible to alter garrisoned units' stats?
Like, give them more range, damage, rate of fire, etc.
Also is it possible for room-clearing units (flashbangs, flame, toxin) to only clear one or two units at a time, or damage garrisoned units?
For instance, I want to make all units have a certain percentage of killing or injuring a garrisoned soldier, and make sniper units have a greater chance than others of killing garrisoned soldiers.
As of right now I have a pretty cool WWII mod on the drawing board, and if it gets totally completed I think the gameplay would be even better than that of Blitzkrieg II. I'm just trying to learn the limits and commands of the INI files before I begin some real work (I've been changing the stats of units in the Generals INI files to test out my realism ideas, and it is a bit more fun IMO, but they are just minor changes... no extra units or anything like that as of this moment).
Thanks for your help!
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11-03-2004, 01:02 AM
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#2 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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Check gamedata.ini for the stats bonuses. I'm not too sure about the garrison damage though.

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11-03-2004, 04:15 AM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Posts: 469
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Re: Is it possible to alter garrisoned units' stats?
Quote:
Originally Posted by schtoogie";p="
I think the gameplay would be even better than that of Blitzkrieg II.
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Not a hint of arrogance do I see. 
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11-03-2004, 04:17 AM
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#4 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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That's not arrogance, that's just a healthy dose of optimism. 
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11-03-2004, 05:50 AM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Or setting high limits :P
And altough there have been discussions in the Blitz2 team to make it moddable, I doubt it will happen soon =\
What would others think of it anyways?
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11-03-2004, 06:40 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
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Quote:
Originally Posted by ImmoMan";p="
That's not arrogance, that's just a healthy dose of optimism. 
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It's an opinion, but as it's the creator's own, it has no value.
Making Blitz II moddable sounds like a bad idea. Isn't it better to actually play with people than to play alone but with machine guns/Super Pershing/M1 Abrams? It's not as if the amount of online-playing people is enormous...
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11-03-2004, 03:43 PM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Posts: 469
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I wouldent dowload a mod of a mod.
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11-03-2004, 08:15 PM
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#8 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 384
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The garrison-clearing properties of a weapon are defined in its projectile's entry in \Object\WeaponObjects.ini. You can also use the KILL_GARRISONED damage type to make a garrison-clearing weapon with no projectile.
General garrison bonuses are controled in GameData.ini. I have no idea if you can tweak a weapon specifically with the WeaponBonus flag, so that might be worth experimenting.
As far as I know, there is no way to damage garrisoned units short of killing them or attaching a probability modifier to a garrison-clearing weapon or projectile.
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11-03-2004, 08:34 PM
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#9 (permalink)
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Member
Join Date: Aug 2004
Posts: 44
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If anybody wants, I can send them the technology table and manual for my game so they can see what I'll be implementing... Just say the word, I'll be happy to.
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11-03-2004, 08:45 PM
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#10 (permalink)
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Senior Member
Join Date: May 2003
Posts: 469
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isnt there already something similar to this? I mean when you do a ranger chinook combat drop, the first ranger dont completely clear the building, and I have seen a toxin tractor shoot a garisoned building and not fully clear it for a shot or two.
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