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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, 08:46 PM   #1 (permalink)
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Join Date: Dec 2002
Posts: 1,031
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Default INI File Research Thread

Lets relive a tradition

Armor.ini

Code:
Armor HeroLightArmor
  Armor = DEFAULT        100%     ;this sets the level for all nonspecified damage types
  Armor = PIERCE          50%     ;archer damage
  Armor = CRUSH           60% ;40%     ;cavalry damage
  Armor = SLASH           60%     ;soldier damage
  Armor = URUK            60%     ;Uruk damage
  Armor = HERO            100%     ;Hero damage
  Armor = HERO_RANGED     100%     ;Hero bow damage
  Armor = FLAME		  40%     ;fire damage
End
Tags that I found:
Quote:
FORCE
CRUSH
SLASH
PIERCE
SIEGE
FLAME
HEALING
UNRESISTABLE
WATER
PENALTY
FALLING
TOPPLING
URUK
HERO
HERO_RANGED
SPECIALIST
MAGIC
STRUCTURAL
CHOP
FLY_INTO
Definitions
Armor <Armorname> Indicates start of Armor Definition.
Amor = <Armortype> <percentage>% States how much % damage a unit get from that specific warhead. DEFAULT is always preset at 100%, and everything is set DEFAULT if not defined.
DamageScalar Scales ALL damage types inflicted on this unit.[/
End Indicates End of Armor Definition.
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Old 12-07-2004, 08:58 PM   #2 (permalink)
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Default

Rank.ini

Almost the same as Generals one, but easier. (Contact Department of Apologies for details)
Rank.ini

Code:
Rank 1
	SkillPointsNeededDefault		= 0	; If there is no side specific override (Replace Default with Side name, or with 'Campaign' for SP) just use this.
	SkillPointsNeededCampaign		= 0 
	SciencePurchasePointsGranted	= 1
End

Rank 2
	SkillPointsNeededDefault		= 125
	SkillPointsNeededCampaign		= 100 ;400 - change to help Moria out in the solo experience.  11/04
	SciencePurchasePointsGranted	= 1
End
Definitions
Rank This opens a Rank Definition, followed by a number.
SkillPointsNeededDefault How many skill points are needed to achieve this rank?
SkillPointsNeededCampaign How many skill points are needed to achieve this rank in Campaign-mode?
SciencePurchasePointsGranted How many Science points does this rank grant? To be used in Science.ini.
EndThis ends the Rank Definition.
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Old 12-08-2004, 02:52 PM   #3 (permalink)
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Default

Weapon.ini

This is 'moderately' modified from the Generals files. Firstly, the weapon entries now contain nuggets to define certain areas. For example, where previously you would have used:

Code:
PrimaryDamage = xx.xx
PrimaryDamageRadius = xx.xx
...you now add a DamageNugget to the weapon entry to define the damage caused:

Code:
;  DamageNugget
;    Damage        = 1
;    Radius        = 0.0
;    DelayTime     = 0
;    DamageType    = SLASH
;    DamageFXType  = SWORD_SLASH
;    DeathType     = NORMAL
;    DamageScalar  = 250% NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir
;  End
Definitions:
Damage The damage caused by this weapon
Radius Radius effect of the damage
DelayTime How long to wait before applying the damage
DamageType Cross-referenced with unit armor to set how much damage is actually received by the unit
DamageFXType Sets which Hit animation is played by damaged unit
DeathType Which death type this will induce if it kills the targeted unit
DamageScalar How much to increase the damage when fired at these units (allows fine tuning even if armor has to remain the same)


Another difference is that Projectile weapons no longer contain the projectile data and the damage data in the same weapon entry, for example:

Code:
;------------------------------------------------------------------------------
Weapon LegolasBow
	AttackRange			= LEGOLAS_BOW_RANGE				
	WeaponSpeed			= 321         ; dist/sec 
	MinWeaponSpeed		= 241
	MaxWeaponSpeed		= 481      ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
	FireFX				= FX_RohanArcherBowWeapon
	ScaleWeaponSpeed	= Yes ; Used for lob weapons, scales speed proportional to range
	HitPercentage		= 100     ;When this weapon is used it will hit exactly 100% of the time.
	ScatterRadius		= 5.0     ;When this weapon misses it can randomly miss by as much as this distance.

	AcceptableAimDelta	= 20	; prevent twitchy reaiming in horde on horde
	DelayBetweenShots	= LEGOLAS_DELAYBETWEENSHOTS 	; time between shots, msec
	PreAttackDelay      = LEGOLAS_PREATTACKDELAY 		; 1467 is the prep time for archer.
	PreAttackType       = PER_POSITION ; Do the delay each time we attack a new target
	FiringDuration      = LEGOLAS_FIRINGDURATION 	; Duration of the archer firing shot is 500ms.

    ClipSize			= 1
    AutoReloadsClip		= Yes
    AutoReloadWhenIdle	= 1	
    ClipReloadTime		= Min:LEGOLAS_RELOADTIME_MIN Max:LEGOLAS_RELOADTIME_MAX
    ContinuousFireOne	= 0
    ContinuousFireCoast	= LEGOLAS_RELOADTIME_MAX

    AntiAirborneVehicle	= Yes
    AntiAirborneMonster	= Yes
    
	ProjectileNugget                    ; Default Arrow
		ProjectileTemplateName  = GoodFactionArrow
		WarheadTemplateName     = LegolasBowWarhead
	End
End

;-----------------------------------
Weapon LegolasBowWarhead
  ProjectileCollidesWith = ALLIES ENEMIES NEUTRAL STRUCTURES WALLS 
  RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR
  HitStoredTarget = Yes	; Always hits initial target.
  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = LEGOLAS_BOW_DAMAGE
    ;DamageScalar  = 25000% NONE +MordorMumakil
    Radius        = 0.0	; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.
    DelayTime     = 0
    DamageType    = HERO_RANGED
    DamageFXType  = GOOD_ARROW_PIERCE
    DeathType     = NORMAL
  End
End
From this we can see that the Bow weapon uses a ProjectileNugget to create the projectile, but does no actual damage

Code:
ProjectileNugget Default Arrow
  ProjectileTemplateName  = GoodFactionArrow
  WarheadTemplateName     = LegolasBowWarhead
End
The projectile object is set by ProjectileTemplateName and the weapon fired when this arrow hits in WarheadTemplateName.

Non-Nugget Code - Definitions later...

LeechRangeWeapon
AttackRange
MinimumAttackRange
MeleeWeapon
WeaponSpeed
ProjectileFilterInContainer
MinWeaponSpeed
MaxWeaponSpeed
FireFX
PlayFXWhenStealthed
RadiusDamageAffects
CanFireWhileMoving
;CanFireWhileCharging
DamageDealtAtSelfPosition
HitStoredTarget
ScaleWeaponSpeed
HitPercentage
ScatterRadius
ScatterIndependently
AcceptableAimDelta
DelayBetweenShots
PreAttackDelay
PreAttackRandomAmount
PreAttackType
FiringDuration
RequireFollowThru
OverrideVoiceAttackSound
;OverrideVoiceAttackAirSound
;OverrideVoiceAttackStructureSound
;OverrideVoiceAttackMachineSound
IsAimingWeapon
NoVictimNeeded
ClipSize
AutoReloadsClip
AutoReloadWhenIdle
ClipReloadTime
IdleAfterFiringDelay
HoldAfterFiringDelay
ContinuousFireOne
ContinuousFireCoast
AntiAirborneVehicle
AntiAirborneMonster
PreferredTargetBone
HitPassengerPercentage
CanBeDodged
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