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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 07-26-2008, 11:16 PM   #1 (permalink)
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Default For Some Laughs

Has Anyone Ever Noticed those halarious long weapon names in the Weapon.ini?

Quote:
;-----------------------------------------------------------
Weapon BunkerBusterAntiTunnelGarrisonWeaponWithABigName
PrimaryDamage = 400.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 0.0
DamageType = PARTICLE_BEAM
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = ENEMIES NEUTRALS
End

;----------------------------------------------------------
Weapon HelixNukeBombDetonationWeaponWithAnEvenLongerName
PrimaryDamage = 300.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 60.0
AttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
FireFX = Nuke_WeaponFX_NukeCannon
FireOCL = OCL_RadiationFieldMedium
RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
AntiGround = Yes
DamageDealtAtSelfPosition = Yes
End
Well, Which Ever EA Coder Put those there, All I have to Say is
Quote:
Weapon FissureBombAntiTunnelGarrisonWeaponWithAnEvenUnusu allyLongerNameHaBeatThat
PrimaryDamage = 400.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 0.0
DamageType = PARTICLE_BEAM
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = ENEMIES NEUTRALS
End
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Old 07-26-2008, 11:35 PM   #2 (permalink)
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LMFAO XD

Also, look at EA's comment in one of the locomotor parameters:
;Angle limit how far chassis willdip roll deom acceleration.

Beat that, LOL :P
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Old 07-27-2008, 08:30 AM   #3 (permalink)
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I am not in favour of very long names. I don't know how the game engine works but if it has to store those names in memory, then there is less memory available for running the game. Or if it has some code that does a search for objects with a certain name, it may take longer if the name is so long.

Regarding strangely worded comments, there is also:
; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
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Old 07-27-2008, 09:52 PM   #4 (permalink)
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I'm no expert on the SAGE engine either, but I imagine that weapon names, along with the names of any other kind of code object, are hashed when the INI code is fed to the compiler (which runs whenever you start Generals). So there is no need to worry about long names causing slowdowns.

Last edited by CommieDog; 07-27-2008 at 09:54 PM..
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Old 07-28-2008, 02:32 PM   #5 (permalink)
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If you look in Game.dat with a hex editor you can find the names of some objects like scud storms. This suggests that the names in the ini files are still available to the game engine as text strings.
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Old 07-28-2008, 03:05 PM   #6 (permalink)
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I don't get why EA even hardcoded those object names xD
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Old 07-28-2008, 09:01 PM   #7 (permalink)
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Here's something I came up with to describe the EA coders:

Weapon IAmSoUnintelligentThatICan'tComeUpWithAShorterName ForThisObject
Intelligence = I.Q. - 5
END
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Old 07-29-2008, 08:26 PM   #8 (permalink)
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Don't be so hard on them, it's hard to do things perfectly when working under time pressure. You can see they were in a rush to release ZH quickly, it looks unifinshed.
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Old 07-29-2008, 09:29 PM   #9 (permalink)
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This kinda reminds me of the chatlog WestWood somehow managed to compile into the RA1 executable...
This shot is only showing the first few lines.
Attached Images
File Type: jpg RA1chat.jpg (96.9 KB, 18 views)
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Old 07-29-2008, 09:47 PM   #10 (permalink)
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That's hilarious. Could it be that the chat log was in file slack and the compiler or packager / archiver somehow added it in?
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