logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,581
Total Threads: 8,668
Posts: 94,539

Administrators:
DeeZire, Redemption

There are currently 42 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 12-09-2004, 02:33 PM   #1 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default Playing with fire!

I'm messing around with China's napalm based weapons and I need a couple answers to some questions:

You know how you assign a scatter amount to a weapon entry to make it inaccurate when used against infantry? I'd like to know how to be able to do the same thing against all other targets. I'm basically interested in making the inferno cannon more innacurate to spread it's damage around an area.

Second, what was or where is the original particle effect entries for the mig napalm missle detonation and mig firestorm? You know, the ones where there where *lots* of little yellow ember particles rising and blowing in the breeze?

I've looked over and over in the Progen ini's and regular ZH ini's and can't find what I'm looking for.

I really don't want to have to figure out how to code them back in.

Thanks!
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-09-2004, 03:01 PM   #2 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Zero Hours particle system is not as capable as generals, they toned it down for better performance.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-09-2004, 03:04 PM   #3 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default

Quote:
Originally Posted by key0p";p=&quot View Post
Zero Hours particle system is not as capable as generals, they toned it down for better performance.
Really? That's a bummer.

I wonder why they would even bother when all they could do is just redo some of the .ini entries. :/


Oh, nevermind on the scatterradius thing, I just didn't think to try looking at the strategy center gun or tech artillery platform for an example.
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-09-2004, 03:41 PM   #4 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

You can just copy the code for the fire straight out of Regular Gen. ZH contains everything Gen does, so it'll work.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-09-2004, 03:48 PM   #5 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

there are changes to the particles system, Im not an expert, but there have been removals in ZH
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-09-2004, 05:59 PM   #6 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

Well AFAIK they just tweaked the particle systems, but they didn't touch the way particles themselves are rendered. So they should look the same in both Gen and ZH.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-09-2004, 11:54 PM   #7 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default

Really?, Then that's awesome.
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-11-2004, 03:14 PM   #8 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default

Bump, but for fun purposes.


I increased the scatter radius up to 80 and the range up to 450 with a minimum of 200.

I also completely changed the historic bonuses and length of time an inferno cannon shells burns after impact.

Attack one target with about 8 Inferno Cannons and after about 45 seconds, firestorms begin showing up all over the screen. :drunk:

MMMmm, tastes like burning.
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-11-2004, 05:23 PM   #9 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Historic bonus also has a a setting in gamedata:

HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons that need it, in msec

Jus thought Id mention it, as I used to have issues with the lenth of time historic bonuses are stored for.I never saw this setting.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
playing multiplayer game modes in skirmish Revenge777 Red Alert 2 & Yuri's Revenge Editing 3 07-16-2005 06:44 AM
New to playing Mods, need some help. Scorponok Generals & Zero Hour Editing 18 04-06-2005 04:14 PM
playing as the boss general and ini editing for ZH CCGISME Generals & Zero Hour Editing 6 10-18-2003 09:43 PM
Question about playing a little mod DKasemier Generals & Zero Hour Editing 7 04-27-2003 05:06 PM


All times are GMT -4. The time now is 03:00 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.