xsr
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11 years ago
Hi,

I'm sorry for my extreme lack of knowledge. I got interested in modding my own game(by using FinalBIG), and atm have three things that I can't figure out yet.

(1) Under crusaders and paladins, there is:

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End

There is a corresponding set of "UpgradedTankArmor" in Armor.ini. Uncommenting does nothing, but when I change the default to UpgradedTankArmor, the crusader does straightaway take on the attributes of whatever is defined in Armor.ini

Is there any way to make it work upon the composite armor upgrade?

(edit: will have to insert a corresponding "module", as detailed by others below)


(2) Veterancy fire rate bonuses

http://www.gamereplays.org/community/index.php?showtopic=960486 

Is there a way to correct the bug through modding? I was thinking the answer is probably "no" or "very difficult", and so I got interested in removing veterancy fire rate bonuses, but is this possible?

(edit: I realized this is extremely easy, it's in gamedata.ini, along with veterancy health bonus and damage-per-shot bonuses)


(3) Tooltip

Changing the cost of a building is reflected, but changing the power requirement/output is not. My rough understanding is that the tooltip text is inside data\english\generals.csf? And that it's difficult to try to change the text in there?


Thank you for any help/information in advance.
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Gameanater
11 years ago
(1)
I know the answer to your question btu I don't have the time to give it at the moment. I'llcome back to it later today.

(2) Not that I know of. And actually, the Quad Cannon has some very strange rate of fire and damage glitches I've heard from watching a couple YouTube videos.

(3) Yep, it's in generals.csf.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Annihilationzh
11 years ago
1) Look up chemical suits in the ranger's code. There's a module that activates the armor upgrade.

Is there a way to correct the bug through modding? I was thinking the answer is probably "no" or "very difficult", and so I got interested in removing veterancy fire rate bonuses, but is this possible?


There's no way to directly fix the bug, but you can change the rate of fire to prevent the issue from occurring.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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xsr
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11 years ago
Ty both for your replies. I looked at the chemsuits in the ranger, but the only difference I can understand/see is that the chemsuits also changed the damageFX to "None" (therefore I tried putting "None" as well, but it didn't work). It sounds like gameanater has a solution for me though :D

As for the fire rate bug, I've actually did a bit of investigating, and one problem is the way that it interacts with things like veterancy fire rate bonuses and gatling tank spin-up multipliers. e.g.

- A vet 1 unscrapped quad immediately gains double the fire rate (and therefore x 2.2 times the damage!)

- A vet 1 humvee, on the other hand, doesn't gain any fire rate at all (and therefore only x 1.1 damage.)

- An unvetted gatling tank, fully spun up, does indeed have the same fire rate as an unscrapped quad(even though both are only truly firing at delaybetweenshots = ~133, and not 100). But the 1-vet gatling tank also gets no fire rate increase during either the second or the final spin-up stage.

http://www.gamereplays.org/community/index.php?act=ST&f=3067&t=960486&st=0#entry9759667  for interested parties, but it's a long post. I definitely understand changing delaybetweenshots value to try to mitigate the effects, but this veterancy bonus quirk will probably have to remain, along with perhaps other interactions (like the gatling tank multiplier).
Annihilationzh
11 years ago

I looked at the chemsuits in the ranger, but the only difference I can understand/see is that the chemsuits also changed the damageFX to "None" (therefore I tried putting "None" as well, but it didn't work). It sounds like gameanater has a solution for me though :D


You looked up the ArmorSet. I said module.

This is the module I was referring to:
  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaChemicalSuits
  End

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
xsr
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11 years ago
Ty for the pointer, and it works perfectly for the crusader and paladin. Tyvm. :)

- For the laser tank, I'm having a problem. Atm it looks like the armor is distorted in some way; will have to update when I can say more. I checked the stuff(called 'unit data'?) under ini\object\Americavehicle and LaserGeneral, they seem to be about identical even though the crusader works perfectly and the laser tank does not.
Gameanater
11 years ago
What is wrong with the laser tank?



Here's how the code works, from Colonel Burton's armor code:


  ; ***DESIGN parameters ***
;This comes first

  ArmorSet
    Conditions      = PLAYER_UPGRADE ;We need an upgrade first before we can use this armor.
    Armor           = ChemSuitHumanArmor ;What armor we switch too.
    DamageFX        = InfantryDamageFX ;You can change damage effects, too! 😃
  End

  ; *** ENGINEERING Parameters ***

  Behavior                = ArmorUpgrade ModuleTag_Armor01 ;This refers to THIS block of code,
; not the one in design parameters.
    TriggeredBy           = Upgrade_AmericaChemicalSuits  ;What upgrade triggers our new set of armor.
  End

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
xsr
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11 years ago
(reedited post)


I have to apologise, and can confirm that the problems with the laser tank were because I was modifying the community patch 1.06 file. It works perfectly for the laser tank now that I am not doing it through patch1.06.big.

http://www.gamereplays.org/community/?showtopic=380765  , 1.06 laser tanks are still supposed to consume power (despite not getting shut down). But they still do?