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More INI files questions
Jakato
post 10 Feb 2018, 13:36
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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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Hanfield
post 10 Feb 2018, 14:03
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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





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Jakato
post 10 Feb 2018, 21:34
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QUOTE (Hanfield @ 10 Feb 2018, 15:03) *
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.

QUOTE (Hanfield @ 10 Feb 2018, 15:03) *
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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