DeVeLiNe
  • DeVeLiNe
  • 96.5% (Exalted)
  • Captain Topic Starter
17 years ago
Haye,
I want to edit the particle cannon damage and rate for only 1 of my maps. what is the code that I need to write in the INI file?
A modder in training 😛
Sponsor
Me Myself and Pi
17 years ago
The code you need is from the FactionBuilding.ini file. Though if you want to modify the particle cannons from the 3 other USA Generals, you'll have to make the same modification to their corresponding .ini files. (That is, if you're playing Zero Hour & not just Generals.) So search, "particlecannon". Then search, "egin". This will take you do the *** ENGINEERING Parameters ***. Scroll down until you find the module take about the cannons damage rate. That is the code you need.

I'm not sure how much you know about creating Map.ini files for maps so if you need me to, I'll create full step by step instructions on how to do this.
DeVeLiNe
  • DeVeLiNe
  • 96.5% (Exalted)
  • Captain Topic Starter
17 years ago
Damn you are a genius... I know how to create an INI but if Ill need something Ill ask in this topic.

EDIT:
I searched in this file but I couldn't find the code >< Can you copy it please?
A modder in training 😛
DeVeLiNe
  • DeVeLiNe
  • 96.5% (Exalted)
  • Captain Topic Starter
17 years ago
K I cant find that code...
A modder in training 😛
Me Myself and Pi
17 years ago
Well the exact name is, Object AmericaParticleCannonUplink But you should've been able to find it with just, particlecannon. Make sure you're in the FactionBuilding.ini file.
DeVeLiNe
  • DeVeLiNe
  • 96.5% (Exalted)
  • Captain Topic Starter
17 years ago
Alright I find it and edited what I wanted. Now, I need the cod that replace the old model with the new one, cause if Im opening my map with the INI it crashes with series error.   WinRAR ארכיון חדש.rar (171kb) downloaded 1 time(s).
A modder in training 😛
Me Myself and Pi
17 years ago
You don't need to copy the entire code for the particle cannon, just the module tag that holds the the stuff about the damage. But the reason why it's crashing, is because you need to do some extra stuff about module tag when using them in Map.ini files.

Here is what you can use in the Map.ini file:

Object AmericaParticleCannonUplink
 ReplaceModule ModuleTag_12
  Behavior = ParticleUplinkCannonUpdate ModuleTag_12_Override
    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

    DamagePerSecond                 = 1000000       ;Amount of damage inflicted per second
    TotalDamagePulses               = 500        ;The total number of damage pulses -- less means more damage per pulse, but less accurate
    WidthGrowTime                   = 20      ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
    BeamTravelTime                  = 1000      ;How long it takes for the beam to hit the ground after leaving the firing dish.
    DamageType                      = PARTICLE_BEAM ;Type of damage inflicted.
    DamageRadiusScalar              = 10000       ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
    RevealRange                     = 150.0      ;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
So when modifying any module tag code:
1) Copy & Paste in the first line, that defines the name.
2) Under that put in the module tag code.
3) Then put an End at the end of it all. (There should then be two End's)
4) Now put in the text, ReplaceModule ModuleTag_## (## is just the module tag number) between the name line, and the module tag text.
5) Then add _Override to the end of the original module tag number so it looks like this: ModuleTag_##_Override
6) & Last of all, put in another End between the other two.

If you look in the Map.ini files in the MapsZH.big files, you'll see stuff like this in them.
DeVeLiNe
  • DeVeLiNe
  • 96.5% (Exalted)
  • Captain Topic Starter
17 years ago
I knew that I forgot something! thank you very much you helped me allot!
A modder in training 😛