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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 12-07-2004, 09:14 AM   #11 (permalink)
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Quote:
I am beginning to fear it's official...
Why do I always quote everything?

It probably is, but it's probably very incomplete, and we're getting the wrong end of the stick - for example, maybe the world builder uses an output like that to place units (giving each unit a number, the order they appear in the script we see, and then placing it on the map respectively, with the details that are contained in the said map about it's status or whatever?
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Old 12-07-2004, 09:17 AM   #12 (permalink)
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Then why would they use #define GANDALF_THE_GREY_Bla in stead of #define <Unit name> <stat> <value>.

Those unit names are hardcoded. And THATS the problem.
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Old 12-07-2004, 09:25 AM   #13 (permalink)
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Quote:
Then why would they use #define GANDALF_THE_GREY_Bla in stead of #define <Unit name> <stat> <value>.
Who am I to question the utter bizzarreness that is official architectural layouts? I've seen worse 0_o, although thinking about it it does seem a bit silly.

Quote:
Those unit names are hardcoded. And THATS the problem.
It would appear that way, but perhaps what we see is in fact a leak of a small portion of hard code, after all, what evidence we have is NOT reliable. Perhaps we're going to be able to use defines in the soft architecture instead?
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Old 12-07-2004, 09:29 AM   #14 (permalink)
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Question, if a unit is hardcoded, then what happens if you remove all traces of said unit?

To quote a cartoon serie from Cartoon Network (forget the one, Johny Bravo?)
Quote:
"And now it's time to put our arms up in the air, run around and scream for our mommy."
I think thats the best thing the B4ME modding community can do if this is official code.
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Old 12-07-2004, 09:34 AM   #15 (permalink)
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Question, if a unit is hardcoded, then what happens if you remove all traces of said unit?
Well, if it's no longer included in any of the soft architecture, nothing at all save maybe a few invisible warnings that aren't really important.

It may be that you can simply replace a unit with you own, by leaving the hardcode name etc, but that's something that I wouldn't want to be forced to do, it would leave the unit with a lot of the vital characteristics of the parent.

It may be that a new unit can be built without the use of hard-coded elements, using characteristics from anywhere else. We shall see...
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Old 12-07-2004, 11:49 AM   #16 (permalink)
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Relax everyone! :lol:

You see, such a #define system is part of a preprocessor in C. My guess is that EA has constructed a preprocessor for the INI files. They probably have dozens of instances of Gandalf et al in the INI files (one for each cinematic) and to prevent them from going mad, these will have things like "BuildCost = GANDALF_THE_GREY_COST" in there. The game preprocessor will then automatically replace that #define name by the actual value specified in the header file.

This, at least, is my professional opinion at this moment. Until someone sends me the INI.BIG or equivalent file, I cannot confirm anything

But one thing is sure, EA will not go back to hardcoding things. They have learned from the past
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Old 12-07-2004, 12:36 PM   #17 (permalink)
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I got the INI's

extract it from here:
http://www.derelictstudios.net/phoib/B4ME/

FinalBIG and XCC CANNOT open it...
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Old 12-07-2004, 01:19 PM   #18 (permalink)
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However, I find that notepad works fine


HURRAH!!!!

Code:
;------------------------------------------------------------------------------
;Rohan Archer Range a.k.a Rohan Archery Range RohanArcheryRange
Object RohanArcherRange

	SelectPortrait = BPRArcheryRange
 
  ; *** ART Parameters ***
  Draw = W3DScriptedModelDraw ModuleTag_Draw
  
	ExtraPublicBone = ARROW_01
	ExtraPublicBone = ARROW_02
	ExtraPublicBone = ARROW_03
	ExtraPublicBone = ARROW_04
	ExtraPublicBone = ARROW_05
	ExtraPublicBone = ARROW_06
	 
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
	StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD 
	DefaultModelConditionState
		Model = RBArchRnge_SKN
		WeaponLaunchBone = PRIMARY ARROW_
    End
    
    	IdleAnimationState
			StateName				=   STATE_Idle
			Animation = IdleA
				AnimationName		=	RBArchRnge_SKL.RBArchRnge_IDLA
				AnimationMode		=	ONCE 
				AnimationPriority		=	30
			End
			Animation = IdleB
				AnimationName		=	RBArchRnge_SKL.RBArchRnge_IDLB
				AnimationMode		=	ONCE 
				AnimationPriority		=	5
			End
			Flags               = RESTART_ANIM_WHEN_COMPLETE 

			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "BeingConstructed" then 
				    ; Don't play completed sound when canceling build-in-progress or when
				    ; destroyed halfway
				    if not CurDrawableModelcondition( "DYING" ) then 
						CurDrawablePlaySound("CampSoldierCompleteRohanArcheryRange")
					end
				end
			EndScript

		End

;-----------------------Build Up States		
		ModelConditionState		= AWAITING_CONSTRUCTION
			Model               = RBArchRnge_A
;			ParticleSysBone		= NONE BuildingDoughnutCloud
		End
		AnimationState			= AWAITING_CONSTRUCTION
			Animation
				AnimationName	=RBArchRnge_ASKL.RBArchRnge_ABLD
				AnimationMode	= MANUAL
			End
			Flags				= START_FRAME_FIRST
		End
		
		ModelConditionState		=	ACTIVELY_BEING_CONSTRUCTED
			Model				=	RBArchRnge_A
			ParticleSysBone		= Chimney BuildingContructDust
		End;
		AnimationState			= ACTIVELY_BEING_CONSTRUCTED
			Animation
				AnimationName   = RBArchRnge_ASKL.RBArchRnge_ABLD
				AnimationMode   = MANUAL
			End
			Flags				= START_FRAME_FIRST
			StateName			= BeingConstructed
			BeginScript
				CurDrawablePlaySound("GondorBarracksBeginConstruction")
			EndScript
		End

    ;--damaged building
    ModelConditionState  = DESTROYED_FRONT
      Model         = RBArchRnge_D2
		ParticleSysBone FireSmall01 FireBuildingLarge
		ParticleSysBone FireSmall02 FireBuildingLarge
		ParticleSysBone FireSmall03 FireBuildingLarge
		ParticleSysBone FireSmall04 FireBuildingMedium
		ParticleSysBone FireSmall05 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_FRONT
      BeginScript
        CurDrawableHideSubObject("ArcheryDP_1")
      EndScript
    End
    
    ModelConditionState  = DESTROYED_RIGHT
      Model         = RBArchRnge_D2
		ParticleSysBone FireSmall01 FireBuildingLarge
		ParticleSysBone FireSmall02 FireBuildingLarge
		ParticleSysBone FireSmall03 FireBuildingLarge
		ParticleSysBone FireSmall04 FireBuildingMedium
		ParticleSysBone FireSmall05 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_RIGHT
      BeginScript
        CurDrawableHideSubObject("ArcheryDP_3")
      EndScript
    End
    
    ModelConditionState  = DESTROYED_BACK
      Model         = RBArchRnge_D2
		ParticleSysBone FireSmall01 FireBuildingLarge
		ParticleSysBone FireSmall02 FireBuildingLarge
		ParticleSysBone FireSmall03 FireBuildingLarge
		ParticleSysBone FireSmall04 FireBuildingMedium
		ParticleSysBone FireSmall05 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_BACK
      BeginScript
        CurDrawableHideSubObject("ArcheryDP_2")
      EndScript
    End

	ModelConditionState  = DESTROYED_LEFT
      Model         = RBArchRnge_D2
		ParticleSysBone FireSmall01 FireBuildingLarge
		ParticleSysBone FireSmall02 FireBuildingLarge
		ParticleSysBone FireSmall03 FireBuildingLarge
		ParticleSysBone FireSmall04 FireBuildingMedium
		ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    
    AnimationState = DESTROYED_LEFT
      BeginScript
        CurDrawableHideSubObject("ArcheryDP_4")
      EndScript
    End
    
    
    ModelConditionState  = DAMAGED
      Model         = RBArchRnge_D1
		ParticleSysBone FireSmall01 FireBuildingLarge
		ParticleSysBone FireSmall02 FireBuildingMedium
		ParticleSysBone FireSmall03 FireBuildingMedium
		ParticleSysBone FireSmall04 FireBuildingMedium
		ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    
    AnimationState = DAMAGED
	EnteringStateFX	= FX_BuildingDamaged
    End

    ModelConditionState  = REALLYDAMAGED
      Model         = RBArchRnge_D2
		ParticleSysBone FireSmall01 FireBuildingLarge
		ParticleSysBone FireSmall02 FireBuildingLarge
		ParticleSysBone FireSmall03 FireBuildingLarge
		ParticleSysBone FireSmall04 FireBuildingMedium
		ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    
    AnimationState = REALLYDAMAGED
	EnteringStateFX	= FX_BuildingReallyDamaged
    End

    ModelConditionState  = RUBBLE
      Model         = RBArchRnge_D2
      ParticleSysBone SmokeLarge01 SmokeBuildingLarge
    End
    
    AnimationState = RUBBLE
      BeginScript
        CurDrawableHideSubObject("ArcheryDP_1")
        CurDrawableHideSubObject("ArcheryDP_2")
        CurDrawableHideSubObject("ArcheryDP_3")
        CurDrawableHideSubObject("ArcheryDP_4")
      EndScript
    End

  	ModelConditionState  = POST_RUBBLE
		Model         = None
		ParticleSysBone NONE SmokeBuildingMediumRubble
	End
	ModelConditionState  = POST_COLLAPSE
		Model         = None
		ParticleSysBone NONE SmokeBuildingMediumRubble
	End
  End
  
  Draw = W3DFloorDraw ModuleTag_DrawFloor    
  		StaticModelLODMode = Yes		; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
     ModelName = RBArchRnge_Bib
  End
  
  PlacementViewAngle  = -180

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:RohanArcherRange
  Description 	      = OBJECT:RohanArcheryRangeDescription
  Side                = Rohan
  EditorSorting       = STRUCTURE
  ThreatLevel = 1.0
 
  CommandSet          = RohanArcherRangeCommandSet
  BuildCost           = ROHAN_ARCHERYRANGE_BUILDCOST			
  BuildTime           = ROHAN_ARCHERYRANGE_BUILDTIME			; in seconds
  VisionRange         = ROHAN_ARCHERYRANGE_VISIONRANGE			; Shroud clearing distance
  ShroudClearingRange = ROHAN_ARCHERYRANGE_SHROUDCLEAR
  BountyValue         = ROHAN_ARCHERYRANGE_BOUNTY_VALUE	


		
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    ;DamageFX          = StructureDamageFXNoShake
  End

	WeaponSet
		Conditions			= None
	End

	WeaponSet
		Weapon				= PRIMARY RohanStructureBow
		Conditions			= PLAYER_UPGRADE
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End


  ; *** AUDIO Parameters ***

	VoiceSelect			= RohanArcheryRangeSelect

	SoundOnDamaged			= BuildingLightDamageWood
	SoundOnReallyDamaged		= BuildingHeavyDamageWood

	VoiceSelectUnderConstruction	= BuildingGoodVoiceSelectUnderConstruction

	UnitSpecificSounds
		UnderConstruction		= BuildingConstructionLoop  ; Built first time
		; UnderRepairFromDamage	= NoSound					; Repaired No animation on the building, so don't bother playing sound
		UnderRepairFromRubble	= BuildingConstructionLoop	; Repaired from completely destroyed (not used???)
	End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
 		AnimationSound = Sound: RohanArcheryRangeArrowQuiver	Animation:RBARCHRNGE_SKL.RBARCHRNGE_IDLA	Frames: 15 23
		AnimationSound = Sound: RohanArcheryRangeDrawBow	Animation:RBARCHRNGE_SKL.RBARCHRNGE_IDLA	Frames: 49 63
		AnimationSound = Sound: RohanArcheryRangeBows		Animation:RBARCHRNGE_SKL.RBARCHRNGE_IDLA	Frames: 75 96
 		AnimationSound = Sound: RohanArcheryRangeHits1		Animation:RBARCHRNGE_SKL.RBARCHRNGE_IDLA	Frames: 78
 		AnimationSound = Sound: RohanArcheryRangeHits2		Animation:RBARCHRNGE_SKL.RBARCHRNGE_IDLA	Frames: 98
	End


  ; *** ENGINEERING Parameters ***

  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_WOOD
 
  Behavior            = GettingBuiltBehavior ModuleTag_04
    WorkerName		  = RohanWorkerNoSelect 
  End

  Behavior = CastleMemberBehavior ModuleTag_CMB
  End 

  Body                      = ActiveBody ModuleTag_05
    MaxHealth               = ROHAN_ARCHERYRANGE_MAXHEALTH			
    MaxHealthDamaged        = ROHAN_ARCHERYRANGE_MAXHEALTHDAMAGED		
	  MaxHealthReallyDamaged  = ROHAN_ARCHERYRANGE_MAXHEALTH_REALLYDAMAGED	
    
    DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
    DamageCreationList = OCL_RBArchRnge_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
    DamageCreationList = OCL_RBArchRnge_Chunk2 CATAPULT_ROCK BACK_DESTROYED
    DamageCreationList = OCL_RBArchRnge_Chunk3 CATAPULT_ROCK RIGHT_DESTROYED
    DamageCreationList = OCL_RBArchRnge_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  End 
 
 
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  
  Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
      DestructionDelay  = 6500
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 000
    MaxCollapseDelay        = 000
    CollapseDamping         = .5
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    FXList                  = INITIAL   FX_StructureMediumCollapse

  End

	Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
		AutoAcquireEnemiesWhenIdle	= Yes
		MoodAttackCheckRate			= 250
	End
  
	Behavior = SubObjectsUpgrade ModuleTag_HideAll
		TriggeredBy		= Upgrade_StructureLevel1
		HideSubObjects	= V1 V1A V2
	End

 	Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
		TriggeredBy		= Upgrade_StructureLevel2
		ShowSubObjects	= V1 V1A
		HideSubObjects	= V2
	End

	Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
		TriggeredBy		= Upgrade_StructureLevel3
		ShowSubObjects	= V1 V1A V2 
	End

  	Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
		TriggeredBy		= Upgrade_StructureLevel3
		ConflictsWith	= Upgrade_EasyAIMultiPlayer
	End
  
	Behavior = ProductionUpdate ProductionUpdateModuleTag
		; nothing
	End

	Behavior = QueueProductionExitUpdate QueueProductionModuleTag
		PlacementViewAngle  = -180
   		UnitCreatePoint		= X:32.5 Y:38.0 Z:0.0
		NaturalRallyPoint	= X:-50.0 Y:38.0 Z:0.0
		ExitDelay			= 750
	End
	  
	Behavior                  = BuildingBehavior BuildingModuleTag
	 NightWindowName         = WINDOW_N01
	;FireWindowName          = WINDOW_F01
	;GlowWindowName			= WINDOW_G01
	End
	
;	Behavior = CommandSetUpgrade ModuleTag_commandSetUpgrade
;		TriggeredBy = Upgrade_ElvenAllies
;		CommandSet = RohanArcherRangeElvenAlliesUpgradedCommandSet
;	End	  

	Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
		TriggeredBy		= Upgrade_StructureLevel1
		HideGeometry	= Geom_V1 Geom_V2
	End
	Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
		TriggeredBy		= Upgrade_StructureLevel2
		ShowGeometry	= Geom_V1
		HideGeometry	= Geom_V2 Geom_V1A
	End
	Behavior = GeometryUpgrade Geom_ModuleTag_ShowPillars 
		TriggeredBy		= Upgrade_StructureLevel3
		ShowGeometry	= Geom_V2
		HideGeometry	= Geom_V2A
	End
	  
	Geometry	          = BOX
	GeometryName		  = Geom_Orig
	GeometryMajorRadius   = 13.0
	GeometryMinorRadius   = 37.0
	GeometryHeight        = 40.0
	GeometryOffset		  = X:32.5 Y:15.0 Z:0
	
	AdditionalGeometry    = BOX
	GeometryName		  = Geom_Orig
	GeometryMajorRadius   = 40.0
	GeometryMinorRadius   = 13.0
	GeometryHeight        = 27.0
	GeometryOffset		  = X:7 Y:41 Z:0
	
	AdditionalGeometry    = BOX
	GeometryName		  = Geom_V2A
	GeometryMajorRadius   = 14.0
	GeometryMinorRadius   = 13.0
	GeometryHeight        = 57.0
	GeometryOffset		  = X:32.5 Y:41 Z:0
	
	AdditionalGeometry    = BOX
	GeometryName		  = Geom_V1A
	GeometryMajorRadius   = 23.0
	GeometryMinorRadius   = 40.0
	GeometryHeight        = 10.0
	GeometryOffset		  = X:-4.0 Y:-12.0 Z:0
	
	AdditionalGeometry    = BOX
	GeometryName		  = Geom_V1
	GeometryActive		  = No
	GeometryMajorRadius   = 29.0
	GeometryMinorRadius   = 42.0
	GeometryHeight        = 18.0
	GeometryOffset		  = X:-4.0 Y:-12.0 Z:0
	
	AdditionalGeometry    = BOX
	GeometryName		  = Geom_V2
	GeometryActive		  = No
	GeometryMajorRadius   = 14.0
	GeometryMinorRadius   = 13.0
	GeometryHeight        = 117.0
	GeometryOffset		  = X:32.5 Y:41 Z:0
	
	GeometryIsSmall       = No
	Shadow                = SHADOW_VOLUME
	BuildCompletion		  = PLACED_BY_PLAYER

	GeometryContactPoint	= X:-37.335		Y:16.447	Z:0			Repair
	GeometryContactPoint	= X:50.342		Y:-14.685	Z:0			Repair
	GeometryContactPoint	= X:36.154		Y:57.817	Z:0
	GeometryContactPoint	= X:-16.613		Y:-57.348	Z:0
	GeometryContactPoint	= X:29.704		Y:41.391	Z:75.577	Swoop

	
End
Anyway, after a quick look, it appears that the code is basically the same except for the mildly odd method of defining health, rof etc. :/

Weapon code has been slightly modified:

Code:
; Weapons now work with Nuggets (like ObjectCreationLists) where each type of nugget
; does one thing, instead of Weapon doing all things itself.  So here are the Nuggets,
; and their syntax.
;  DamageFieldNugget                   ; A Nugget that lays down an area of damage that persists independantly
;    WeaponTemplateName = SmallFireFieldWeapon  
;    Duration = 3000                            
;  End
;  DamageNugget                        ; A basic Nugget that just does damage
;    Damage        = 1      ;Damage for a normal hit    
;    Radius        = 0.0    ;Radius of damage
;    DelayTime     = 0      ;How long from hit till the damage is applied
;    DamageType    = SLASH  ;Used to cross reference with victim's armor to determine if hurt
;    DamageFXType  = SWORD_SLASH  ;used to cross with their DamageFX listing to determine what effect to play
;    DeathType     = NORMAL ;Used as index to their Death Modules to determine which one to play
;  End
;  MetaImpactNugget                    ; A Nugget that throws things back with force
;	 HeroResist		   = .75		;only knocks heroes down 75% of the time
;    ShockWaveAmount   = 50.0
;    ShockWaveRadius   = 10.0
;    ShockWaveArc      = 90 ; in degrees to each side 180 is full circle
;    ShockWaveTaperOff = 1.0
;    ShockWaveSpeed    = 0.0
;    ShockWaveZMult    = 1.0
;    InvertShockWave = Yes			; Pull instead of push
;  End
;  ProjectileNugget                    ; A Nugget that creates an Object and sends it to the target with a Warhead
;    ProjectileTemplateName = GimliAxeProjectile
;    WarheadTemplateName = RohanGimliAxeThrownWarhead
;  End
;  WeaponOCLNugget						; A Nugget that should only be used for OCL fluff.  If you are doing something important, it should be somewhere else.
;    WeaponOCLName = OCL_WeaponFluffForGandalf
;  End
;  AttributeModifierNugget
;    AttributeModifier = WitchKingMorgulBladeEffect
;    DamageFXType = SWORD_SLASH  ;used to cross with their DamageFX listing to determine what effect to play
;  End
Anyway, things to test:

Can you replace the ROHAN_RANGE_HEALTH or whatever it is with a numerical value?
Can you replace ROHAN_RANGE_HEALTH with your own MY_OBJECT_HEALTH tags?

I will add to this list afetr having a further look...
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Old 12-07-2004, 01:35 PM   #19 (permalink)
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http://www.derelictstudios.net/blitz3/index.php

extracted ini's are posted up :P

From what I've seen, we can now toggle between armor/locomotor and autoaqquire targets or not.
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Old 12-07-2004, 01:40 PM   #20 (permalink)
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Umm.. that file which was released early wasn't fake. It is in there

Anyway, thanks to Phoib and Olaf for extracting them
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