Posted by: DavisProg - Sunday, August 14, 2011 2:39:25 AM
Hello, I am using General's World Builder. I have a question of, how to increase the attack range and attack power of a unit? Is it able to work with map.ini? Please help with some ini code. Thanks A Lot!

Posted by: glumurr - Sunday, August 14, 2011 4:28:05 AM
hmm.. are you saying that you wan't to increase the attack range for.. the battlemaster for example? if so then if I remember it correctly. you will have to create a new weapon for the battlemaster in map.ini the new weapon would have a longer attack range and do more damage than the normal battlemastertank weapon. [code]Weapon BattleMasterTankGun_NEW PrimaryDamage = 100 ;60.0 - 60 was the original damage PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 AttackRange = 200 ;150.0 - 150 was the original attack range MinTargetPitch = -15 MaxTargetPitch = 15 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 WeaponRecoil = 5 ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End[/code] then you will have to give the new weapon to the battlemaster object and just replace the old one in map.ini [code]Object ChinaTankBattleMaster WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGun_NEW ;was BattleMasterTankGun End End[/code] you can do this to any unit.. I know this isn't the best explination out there but I tried.. and I hope I explained it correclty how to do it.. and if this isn't what you were looking for then I don't know what you were looking for hehe..

Posted by: DavisProg - Monday, August 15, 2011 6:33:52 PM
[quote=glumurr]hmm.. are you saying that you wan't to increase the attack range for.. the battlemaster for example? you can do this to any unit.. I know this isn't the best explination out there but I tried.. and I hope I explained it correclty how to do it..[/quote] Well, thanks. It works great. And here is my code: [code]Weapon AmericaInfantryMissileDefender_NEW PrimaryDamage = 500.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 AttackRange = 300.0 DamageType = Explosion DeathType = Exploded WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_NukeCannon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 DelayBetweenShots = 5000 ClipSize = 4 ClipReloadTime = 10000 AutoReloadsClip = Yes ShowsAmmoPips = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ProjectileCollidesWith = STRUCTURES End[/code] And The Object: [code]Object AmericaInfantryMissileDefender WeaponSet Conditions = None Weapon = PRIMARY AmericaInfantryMissileDefender_NEW End End[/code] I would like the "missle" to explode like the "nuke cannon" because of its HIGH damage. If there is any error in my script. Help me fix please. Please Help With The "Projcetile" Area. Thanks a lot.

Posted by: glumurr - Wednesday, August 17, 2011 7:53:38 AM
well to be honest.. I don't see anything worng here. I placed the nuke cannon fx at my missile defender and it worked fine. but I placed it at the game, not at map.ini so it must be a bug in map.ini or something. I have [u]no[/u] idea what is wrong hehe..