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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-31-2005, 07:58 AM
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#1 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 109
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Building immune to toxin spray?
I'm working on a American Bunker and want it to be immune to the GLA Toxin Spray tractor. What is the simpliest way to do this? Without testing, the GLA Palace seems to be immune to all attacks (including its own toxin spray? haven't tried). Using the GLA Palace "KindOf" would make it immune to toxin? What variable is it that makes it immune? FS_Technology?
Many thanks!
- Colton
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01-31-2005, 08:33 AM
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#2 (permalink)
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Member
Join Date: Aug 2004
Location: Tha 4 C'z
Posts: 56
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Very easy. Open up your "Armor.ini", Make you a new set of properties under a new Armor name. For your problem, one of the things you need to change is
Armor StructureArmor < < < REPLACE THIS WITH NEW ARMOR NAME
Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types
Armor = Surrender 0% ; buildings are immune to normal damage from STUN weapons.
Armor = SMALL_ARMS 50%
Armor = GATTLING 50% ;N8 Rediculus... 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = RADIATION 0% ;Radiation does no damage to buildings.
Armor = MICROWAVE 0%
Armor = SNIPER 0%
Armor = POISON 1% . . . . . . . . ; Poison does a tiny amount to allow firing on empty buildings
Armor = MELEE 0%
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = INFANTRY_MISSILE 50%
Armor = PARTICLE_BEAM 200% ;orbital beams should be devastating to buildings, but buildings have a lot of hitpoints so extra damage is good...
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = AURORA_BOMB 250%
Armor = LAND_MINE 0% ;buildings take no damage from mines
Armor = FLAME 50%
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 100%
End
Make it ZERO%, that way it's not even an option to fire onto your new building, with that particular weapon TYPE.
Then go to your new Bunker in "FactionBuilding.ini", look for the "ArmorSet" tag, it should look like this:
ArmorSet
Conditions = None
Armor = StructureArmor < < < REPLACE THIS WITH NEW ARMOR NAME FROM "Armor.ini"
DamageFX = StructureDamageFXNoShake
End
P h e n o X
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01-31-2005, 08:46 AM
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#3 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 109
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Wow! Great response, PhenoX! Very prompt too!
It always bothered me that the American side excluded bunkers. Not logical. This should be a great addition. However, could I add some Upgrade buttons for the bunker to modify it against certain attacks?
Example:
Flashbang Protect = $500
Toxin Spray Protect = $800
Flame Protect = $1000
Radiation Protect = $1200
These wouldn't necessarily change the appearance of the bunker, but would be an expensive upgrade.
Would doing this be difficult to implement?
Again, thanks for you time and effort.
- Colton
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01-31-2005, 09:10 AM
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#4 (permalink)
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Member
Join Date: Aug 2004
Location: Tha 4 C'z
Posts: 56
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Glad I could be of help. It bothered me too. As for the upgrade idea, sure it's possible, but I think you'd have to trade an Armor Upgrade for whatever you're wanting. Here is a list strictly for Armor upgrades you could use:
Upgrade_ChinaAircraftArmor
Upgrade_AmericaDroneArmor
Upgrade_AmericaCompositeArmor
Upgrade_AmericaChemicalSuits
Upgrade_GLAFortifiedStructure
I know it REALLY SUCKS, but I don't think you can make a new upgrade from scratch. But then again, I really hope someone can prove me wrong on that one...
P h e n o X
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01-31-2005, 09:14 AM
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#5 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 109
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Phenox - great work!
Just curious about the types of upgrades you listed and what they prevent:
Upgrade_ChinaAircraftArmor (Immune to ?)
Upgrade_AmericaDroneArmor (Immune to ?)
Upgrade_AmericaCompositeArmor (Immune to ?)
Upgrade_AmericaChemicalSuits (Immune to toxin spray & radiation)
Upgrade_GLAFortifiedStructure (Immune to ?)
Again, I appreciate your prompt reply.
- Colton
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01-31-2005, 09:25 AM
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#6 (permalink)
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Member
Join Date: Aug 2004
Location: Tha 4 C'z
Posts: 56
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It's not what they prevent, but what new "Armor Script" all these give access to, when upgraded. The only thing these "Upgrades" do is change what "Armor Script" your Units/Structures use. Thus, allowing you to give each "Weapon Type" a certain allowable percentage of damage to inflict on your guys. Of course now that I think about it, sadly you'd have to give your guys the upgrades, not the structure. DAMN. You could still have the upgrade buttons from your bunker though...
Upgrade_ChinaAircraftArmor . . . (My bad, this one actually just upgrades Max Health to MIGs through a Behavior = MaxHealthUpgrade ModuleTag)
Upgrade_AmericaDroneArmor . . . (Upgrades Drones to use different Armor Script)
Upgrade_AmericaCompositeArmor . . . (Upgrades Crusader & Paladin to use "UpgradedTankArmor")
Upgrade_AmericaChemicalSuits . . . (Upgrades Infantry to use "ChemSuitHumanArmor")
Upgrade_GLAFortifiedStructure . . . (Upgrades GLA Structures to use "GLAUpgradedStructureArmor" & "GLAUpgradedStructureArmorTough")
P h e n o X
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01-31-2005, 09:44 AM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 109
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Oh, I see! Glad I asked. Like you said, no new Upgrades could be created from scratch, so using these pre-made scripts will have to do. Thanks for clearing that up.
- Colton
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01-31-2005, 11:59 AM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Uhhh, right. :wtf:
You can make new upgrades if you want. So you could make an upgrade called Upgrade_PreventFlashBangsFromClearingOutThisObject ImMaking and make an ArmorUpgrade module that's triggered by this upgrade.
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01-31-2005, 12:12 PM
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#9 (permalink)
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Member
Join Date: Aug 2004
Location: Tha 4 C'z
Posts: 56
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:devil: !!! MUHAHAHAHAHAAAaaa !!!:devil:
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