More INI files questions |
More INI files questions |
10 Feb 2018, 13:36
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#1
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Group: Members Posts: 84 Joined: 13 December 2017 Member No.: 16473 |
I want to make the Leopard tank shells have an EMP effect when the Research Facility is built. Is there a unit that unlocks a kind of extra element (e.g. flames, cluster bombs, toxins) to it's attack when a certain structure is built? I want to inspect how it works to use it for the Leopard.
I can't work out how units know what battle plan (Hold the Line/Bombardment/Search and Destroy) is in effect in the Strategy Center. Is it hardcoded? I see there is some "message" for each battleplan but I can't find the contents. I know there is some unknown message triggered for each battle plan because of this line in the Strategy Center INI: CODE ;Messages
BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated |
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10 Feb 2018, 14:03
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#2
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Group: Dev. Team Posts: 616 Joined: 24 February 2015 From: Latvia Member No.: 10884 |
No such thing for that type of module to be locked behind an object [building] instead of an upgrade.
Battleplans are defined in a module that is hardcoded to three variants; part of it can be found in GameData: CODE ;Strategy centers provides bonuses based on the active battleplan! WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120% WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120% WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference. And the other part can be found in the respective building that uses them: CODE Behavior = BattlePlanUpdate ModuleTag_14 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans ;Transition Timings BombardmentPlanAnimationTime = 3000 HoldTheLinePlanAnimationTime = 3000 SearchAndDestroyPlanAnimationTime = 3000 TransitionIdleTime = 0 ;Messages BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated ;Audio hooks BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement ;Army bonuses granted by different battle plans ValidMemberKindOf = INFANTRY VEHICLE FS_BASE_DEFENSE ;Battle plans affect any kind of these... InvalidMemberKindOf = DOZER AIRCRAFT DRONE BOAT UNATTACKABLE DEMOTRAP NO_COLLIDE MP_COUNT_FOR_VICTORY ;..but make sure they don't have any of these BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. HoldTheLinePlanArmorDamageScalar = 0.75 ;Armor damage bonus scalar -- LESS is better! SearchAndDestroyPlanSightRangeScalar = 1.25 ;Sight range bonus -- more is better! ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! ;Building bonuses granted based on battle plan mode. StrategyCenterSearchAndDestroySightRangeScalar = 2.0 StrategyCenterSearchAndDestroyDetectsStealth = Yes StrategyCenterHoldTheLineMaxHealthScalar = 2.0 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO End -------------------- "don't live, hanfield"
"i swear to god, if this was a room full of you people i'd be taking off my gloves and slapping hanfield every 5 minutes" - bruce 2016 |
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10 Feb 2018, 21:34
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#3
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Group: Members Posts: 84 Joined: 13 December 2017 Member No.: 16473 |
No such thing for that type of module to be locked behind an object [building] instead of an upgrade. I guess I'll have to find the energy to create a upgrade button. I'll reuse the logic that makes the Han Gunship's flamethrower change after using the Black Napalm upgrade. Battleplans are defined in a module that is hardcoded to three variants; part of it can be found in GameData: Come to think of it I don't know what I'd do with the battle plans so it is fine those are hardcoded. |
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