Welcome Guest! To enable all features please Login or Register.

Notification

Icon
Error

Options
Go to last post Go to first unread
Offline Ken Mordeno  
#1 Posted : Tuesday, October 4, 2022 10:18:54 PM(UTC)
Ken Mordeno
Private
Joined: 10/4/2022(UTC)
Posts: 2

Hello Guys,
I'm a newcomer here and still a noob about editing INI and creating maps from worldbuilder. Need help where to find the values or what ini file and specific code to adjust the timer when after the particle cannon fires, let's say when we activate the particle cannon, it takes at least 15 or 20 seconds for it to stop and fade. Need help please.


Thank you
Sponsor
Offline UTD^Force  
#2 Posted : Wednesday, October 5, 2022 6:33:27 AM(UTC)
UTD^Force
Colonel
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 8/13/2013(UTC)
Posts: 817
Jordan
Location: Middle east

Thanks: 430 times
Was thanked: 184 time(s) in 168 post(s)
Hello and welcome to our wonderful community!

Just to make sure, do you want to modify the cooldown timer? (the 5 minute timer after you use the superweapon).

Or do you want to increase the duration when the laser is active and firing?

EDIT: sorry, my bad, I've just read your description. So you want to increase the duration of the laser, I will try to look into that when I get a chance.

Edited by user Wednesday, October 5, 2022 6:35:32 AM(UTC)  | Reason: Not specified

Proud Muslim

UTD^Force

Moderator and former map reviewer
CnC Labs
Offline UTD^Force  
#3 Posted : Wednesday, October 5, 2022 6:51:44 AM(UTC)
UTD^Force
Colonel
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 8/13/2013(UTC)
Posts: 817
Jordan
Location: Middle east

Thanks: 430 times
Was thanked: 184 time(s) in 168 post(s)
So to modify the duration of the laser beam, you need to edit this line:
TotalFiringTime = 10000 ;The total ground contact time of the beam HERE IT IS

The timer is specified in milliseconds, each second is 1000ms.
This is the full code that you need to paste into your map.ini inside your map's folder:
Code:
Object AmericaParticleCannonUplink
 RemoveModule ModuleTag_12
 AddModule
  Behavior = ParticleUplinkCannonUpdate ModuleTag_12
    SpecialPowerTemplate            = SuperweaponParticleUplinkCannon

    ;The values trigger the various pre-stages before being ready to actually fire.
    ;The total combined value of these determines the first sign of activity in the 
    ;cannon.
    BeginChargeTime                 = 5000 ;The outer nodes begin to charge.
    RaiseAntennaTime                = 4667 ;The hatch opens and raises antenna (matches animation speed)
    ReadyDelayTime                  = 2000 ;The time after antenna is raised prior to being ready to fire.

    ;***NOTE -- these values effect gameplay*****
    TotalFiringTime                 = 10000     ;The total ground contact time of the beam HERE IT IS

    DamagePerSecond                 = 400       ;Amount of damage inflicted per second
    TotalDamagePulses               = 40        ;The total number of damage pulses -- less means more damage per pulse, but less accurate
    WidthGrowTime                   = 2000      ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
    BeamTravelTime                  = 2500      ;How long it takes for the beam to hit the ground after leaving the firing dish.
    DamageType                      = PARTICLE_BEAM ;Type of damage inflicted.
    DamageRadiusScalar              = 3.4       ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
    RevealRange                     = 50.0      ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
    ;********************************************

    ;Bone names for required elements
    OuterEffectBoneName             = FX          ;The base name for the outer node bones.
    OuterEffectNumBones             = 5           ;The number of outer nodes.
    ConnectorBoneName               = FXConnector ;The name of the bone where the connector lasers meet.
    FireBoneName                    = FXMain      ;The name of the bone where the main beam is fired from.

    ;These are particle systems tied to the outer nodes in varying intensities.
    OuterNodesLightFlareParticleSystem    = ParticleUplinkCannon_OuterNodeLightFlare
    OuterNodesMediumFlareParticleSystem   = ParticleUplinkCannon_OuterNodeMediumFlare
    OuterNodesIntenseFlareParticleSystem  = ParticleUplinkCannon_OuterNodeIntenseFlare

    ;The connectors system connects each of the outer nodes to the central node that receives
    ;the lasers from outside.
    ConnectorMediumLaserName        = ParticleUplinkCannon_MediumConnectorLaser
    ConnectorIntenseLaserName       = ParticleUplinkCannon_IntenseConnectorLaser

    ;Currently commented out -- These
    ;ConnectorMediumFlare            = ParticleUplinkCannon_InnerConnectorMediumFlare
    ;ConnectorIntenseFlare           = ParticleUplinkCannon_InnerConnectorIntenseFlare

    ;This is the name of the bone on the building where the beam is fired from
    LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
    ParticleBeamLaserName           = ParticleUplinkCannon_OrbitalLaser
    GroundHitFX                     = FX_ParticleUplinkCannon_BeamHitsGround     ;TotalScorchMarks determines how many times this gets called.

    ;The flare fxlist that is played over and over during the beam firing process. Be
    ;mindful of the delay because that effects both art and sound.
    BeamLaunchFX                   = FX_ParticleUplinkCannon_BeamLaunchIteration
    DelayBetweenLaunchFX           = 1000

    ;Each scorch mark creates an object in the world, so while making more looks better
    ;it becomes a performance issue. The scalar will calculate the size of the scorch
    ;mark to make based on the current size of the beam (which changes dynamically). The
    ;number also matches the number of times the "GroundHitFX" is called.
    TotalScorchMarks               = 20
    ScorchMarkScalar               = 2.4

    ;***NOTE -- these values effect gameplay***
    ;The swath of death is the path the laser tracers centered on the targeted position.
    ;If the amplitude is zero, the line will go straight, with a higher value, it'll do
    ;a sine wave iteration, but always goes through the target point.
    SwathOfDeathDistance           = 200.0
    SwathOfDeathAmplitude          = 50.0


    ManualDrivingSpeed             = 20
    ManualFastDrivingSpeed         = 40
    DoubleClickToFastDriveDelay    = 500

    ;***SOUNDS!****
    PoweringUpSoundLoop            = ParticleUplinkCannon_PowerupSoundLoop
    UnpackToIdleSoundLoop          = ParticleUplinkCannon_UnpackToIdleSoundLoop
    FiringToPackSoundLoop          = ParticleUplinkCannon_FiringToPackSoundLoop
    GroundAnnihilationSoundLoop    = ParticleUplinkCannon_GroundAnnihilationSoundLoop

    ;The trail left behind creates an object that inflicts extra damage for a short period of time.
    DamagePulseRemnantObjectName   = ParticleUplinkCannonTrailRemnant
  End
 End
End
Proud Muslim

UTD^Force

Moderator and former map reviewer
CnC Labs
Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.